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Compare and describe when you should use DXT1, DXT5, ATI1N, ATI2N, BC7 and BC6H
Compare ZSTD, DEFLATE and no compression and when you should use them
a. ZSTD vs DEFLATE performance
Describe the texture formats that you should avoid
a. 3-channel formats like RGB888 incur a significant cost on load because they need to be converted to a 4-channel format like RGBA8888, since they are not supported by DX11.
Describe techniques for optimizing size and quality
a. GPU compression formats (DXT5, BC7, etc.) to reduce VRAM consumption
b. BC7 vs. DXTn/ATIn quality
c. On-disk compression to optimize file size (ZSTD, DEFLATE)
The text was updated successfully, but these errors were encountered:
Document texture creation and best practices.
a. ZSTD vs DEFLATE performance
a. 3-channel formats like RGB888 incur a significant cost on load because they need to be converted to a 4-channel format like RGBA8888, since they are not supported by DX11.
a. GPU compression formats (DXT5, BC7, etc.) to reduce VRAM consumption
b. BC7 vs. DXTn/ATIn quality
c. On-disk compression to optimize file size (ZSTD, DEFLATE)
The text was updated successfully, but these errors were encountered: