2D Bit Rates. 3D Bit Rates. 4×4 bpp 10×5 bpp 3x3x3 bpp 5x5x4 bpp. 5×4 bpp 10×6 bpp 4x3x3 bpp 5x5x5 bpp. 5×5 . Adaptive Scalable Texture Compression (ASTC) technology developed by Arm and AMD has been adopted as an official extension to both the OpenGLĀ® and. Adaptative Scalable Texture Compression (ASTC) is a new texture com- pression format which is set to take the world by storm. Having been accepted as a new.

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Choosing a Texture compression format is a balance between file size and quality; the higher the quality, the greater the file size.

Pixel size depends on your screen texthre. So the ASTC compressor can treat those blocks as a 3-channel block since the alpha for those is 1. In each case below, “Higher” quality should be less than or equal to the file size of DXT but significantly better image quality.

HDR high dymanic range See in Glossary. The tables provide the details and evaluation of the batch runs on each texture for each of the tested compressors.

Sometimes that is accomplished with more RAM but more often it is achieved with native support for compressed texture formats. Third, it added sRGB data support. This page was last edited on 26 Marchat ASTC is a major step forward in terms of image quality, reducing memory bandwidth and thus energy use. In this section we present tables of the acquired data along with some samples of the resulting textures using two of the tested codec variants.

The algorithm is designed to be able to work against a large range of block sizes in terms of pixel footprints. In the above table, the “Increment” column shows the additional storage required to store a texture using this bit rate, as compared to the next smallest. The overall goal is to assist developers in achieving their desired balance between image quality and texture size.


The following is a brief selection of tools available on textrue internet to help developers deal with texture compression.

Adaptive Scalable Texture Compression (ASTC)

Please tell us what’s wrong: Crunch compression is a lossy compression format meaning that parts of the data are lost during compression on top of DXT or ETC Texture compression. If there is only one channel luminance onlythen the alpha will be 1. The presented textures show the same region under a high zoom to provide a direct visual comparison of the different compression methods.

Block size WxH Bits per Pixel 4×4 8. If you’d like to help us further, you could provide a code sample, or tell us about what kind of code sample you’d like to see:. Intel GPUs in Skylake and ttexture processors.

Using ASTC Texture Compression for Game Assets

Then, only do incremental high-quality recompression as assets change maybe only once per day, using “fast” mode otherwise unless you need production quality assets in-engine. If you are not happy with the use of these cookies, please review our Cookie Policy to learn how they can be disabled.

Experiment with increased compression when time permits. Navigation menu Personal tools Create account Log in. ASTC provides both correlated and uncorrelated two-channel compression. compressiln

By contrast, in DXT3 or 5, you would be wasting most of the bits reserved for the alpha block. When this happens, time is lost decompressing Textures, and memory is lost because you are storing them twice. So even if you request two correlated channels the compressor may decide that, for certain blocks, the uncorrelated version will result in a better output.

Try to find a “baseline” for each class of asset, so you can take a “quick pass” at the entire project.


Developers can choose any combination of features that suits their needs. We have done our best to make all the documentation and resources available on old versions of Internet Explorer, but vector image support and comprewsion layout may not be optimal. Historically, developers would either target larger desktop screens or smaller mobile screens.

To store alpha information, there is either 1-bit alpha using 1bpp of the encoding spaceor a second 4bpp alpha-only block for high texure alpha encoding. Plus there are additional, possibly undesirable, quality issues both starting with JPEG and resulting from a speed-tuned “fast encoder”.

Correlating channels is often useful for color data or at least, it’s usually not too bad. This makes the OpenGL image format rather unusual.

ASTC Texture Compression – OpenGL Wiki

With BPTC, you pick an image format based on the channel properties: Memory was typically shared with the CPU and thus even more of a scarce resource. ASTC specification includes two profiles: If you know how to fix it, or have something better we could use instead, please let us know:.

In the description below, see the final file size of a in-game Texture of by pixels The smallest unit in a computer image. ASTC does allow for etxture block sizes, but not within an image; the entire image must be compressed with the same block compression. ASTC offers a number of advantages over existing texture compression schemes: So the 4×4 version of ASTC, the smallest block size, takes up 8 bits per pixel, while the 12×12 version takes up only 0.