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This repository was archived by the owner on Jan 3, 2023. It is now read-only.
Dave Bookout (Intel) edited this page Apr 23, 2021
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Q: Will you port to X?
A: This project is for exposing the texture compression implementation of https://github.com/GameTechDev/ISPCTextureCompressor in Photoshop. Support for additional applications is outside the scope of this project.
Q: Why do We Still Need Texture Compression?
A: Demand for more realism in games via textures has increased with every new graphics hardware improvement. Effective texture memory management (compression), is still required to keep pace with this demand.
A1: PNG, JPG, etc. saves disk space and transmission time over the internet but have no impact on optimizing textures for use in graphics hardware memory whatsoever
A2: BCn optimizes textures for real-time use in graphics memory and saves space on disk. However, not all applications can read/load the newer BCn compression formats - This free sample code will allow you to implement optimized BCn in your app.
Q: Once I have a .DDS with BCn What do I do With it?
A: You can assign the texture to your object in any app that supports the chosen BCn format
Q: Will you port this to XA: This project is specifically for photoshop
Q: What Game Engines Support DDS?
A1: Unreal offers BC7 as a texture compression option on build
A2: Maya 2015+ supports BC7 in Viewport2.0
Q: Is There Support for DX 11.3 and DX12?
A: Yes the newer BCn formats are supported in DX11.2 and DX12
Q: How do I Know What Compression is Best for What?
A: See Export Formats table below
Q: What are the HW requirements for BCn?
A1: Older graphics (< DX10) won't support newer BC6 and BC7
A2: Low power graphics like PowerVR don't support BC compression