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IvanK

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About IvanK

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  1. Thanks. I understand BC1 - BC7 compressions, I implemented them all in Photopea (in my own code, everything happens on the CPU). It is true, that if you want "the best" BCx compression (with the smallest error), it can be very hard to compute (especially in BC7). But in practice, having nearly-best compression is enough (if it was not, you would not use compression at all) and it can be computed in a real time just before sending the texture to the GPU. So I think that artists should store textures in JPG, and games should load JPGs, parse the raw data, compress into BCx and send to the GPU. BCx compressor can be a tiny library having about 10 kB, there is no need for any huge binaries from nVidia or ATI. Storing textures in JPG is better, because they are always smaller than DDS, while having the same quality. That is why I don't understand, why DDS files are created and distributed.
  2. Hi. I would like to show you my tool https://www.Photopea.com . You can use it as a viewer of .DDS files (works even on your phone). It supports BC1, BC2, BC3 (DXT1, DXT3, DXT5) and BC7 (DX10) compressions. I would like you to test it a little, if you have a minute. Next, I have a philosophical question regarding the texture distribution. I am new to this area. As I understand it, we want textures to be small "on the wire" (on a DVD / HDD / delivered over the internet). Next, we want them to be small in the GPU memory. I think it is clear, that any non-GPU-ish lossy compression (such as JPG or WebP) can achieve much better quality/size ratio, than any DXTx format (even zipped DXTx). So JPG or WebP is more suiteble for using "on the wire". I often see developers directly distributing textues in DXTx format (DDS files) "on the wire". The usual excuse is, that decoding JPG and encoding it into DXTx (at the moment of using the texture) would be too time-consuming (while DXTx can be copied to the GPU without any modifications). I implemented a very naive DXT1 compression into Photopea (File - Export - DDS) and it is surprisingly fast (1 MPx texture takes 80 ms to encode). So I feel like compressing textures (to DXTx) right before sending them to the GPU makes sense. So what is the purpose of the DDS format? Why do developers distribute textures in the DDS "on the wire", when there are better compression methods?
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