DXT Compressor Type performance

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3 comments, last by Digitalfragment 10 years, 5 months ago

I am trying to shrink down a large texture which is currently saved as R8G8B8A8. If I shrink it by saving as R8G8B8 my loader won't load it. I am now trying to save as DXT1 and Paint.net gives me options for Compressor Type. It gives me 3 options rated fast to slowest. Obviously it will take longer to save the slowest one, but will it hurt performance in game?

The options from fast to slow, and low quality to high quality are:

Range fit

Cluster fit

Iterative fit

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It will have no impact on the performance of your game whatsoever!

It will have no impact on the performance of your game whatsoever!

Awesome, thanks.

I had some time to dig up the info on the compressors as well, read this for lots of info:
www.sjbrown.co.uk/2006/01/19/dxt-compression-techniques/

I am trying to shrink down a large texture which is currently saved as R8G8B8A8. If I shrink it by saving as R8G8B8 my loader won't load it. I am now trying to save as DXT1 and Paint.net gives me options for Compressor Type. It gives me 3 options rated fast to slowest. Obviously it will take longer to save the slowest one, but will it hurt performance in game?

The options from fast to slow, and low quality to high quality are:

Range fit

Cluster fit

Iterative fit

These options regard the quality of the encoding, and so the time it saves to encode and save the DDS. Regardless of the encoding technique, the end format always takes the same amount of time to decompress on the hardware. Keep this in mind if you ever want to encode DXT formats at runtime though!

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