Aside from the closed-source NVIDIA texture tool, I'm also aware of AMD's Compressonator, and Microsoft's DirectXTex implementation of texconv. Intel also used to maintain the ISPC texture compressor, but afaik it's also abandoned.
Of course, they might have written the blog post with the intention of drawing attention to themselves and being noticed. These days, I can't bring myself to be upset about that sort of thing - if the content is good, better self-promotion than AI slop or hyping up the next hot investment vehicle.
Yes, because they learnt it somewhere, for example, this article.
I don't get the negativity. Unless you work on bleeding edge R&D, every technique you know has been documented somewhere by someone else. So only the bleeding edge R&D people should write tech blogs?
Anecdotally, even I had known what texture compression is, this article still taught me something: the existence of Tacant View. It looks like quite a neat app.
Requirements:
* Generate mipmaps
* Convert to BC and ASTC
* Convert to ktx2 with zstd super-compression
* Handle color, normal maps, alpha masks, HDR textures, etc
* Open source
* (Nice to have) runs on the GPU to be fast
I unfortunately haven't found any option that cover all of these points. Some tools only write DDS, or don't handle ASTC, or want to use basis universal, or don't generate mipmaps, etc.
gmueckl•2h ago
LexiMax•2h ago
Taking the time to learn about these sorts of compression methods is well worth it, as once you start loading assets of any appreciable scale or number, the savings in asset loading times can add up to be significant, turning what might have been a noticable jarring pause or stutter into something much less noticable.
Think about it, with hardware texture formats, not only are you not having to decode the PNG on the CPU, but you're also literally uploading less data to the GPU overall, since it can be transferred in a compressed form.
reactordev•2h ago
Using image formats for texture formats is amateur game development. PNG’s are fine for icons or UI or while you’re still trying to figure out what you’re doing. Once you know, you switch to a faster, no translation required, texture formats that load faster, support physical layers, compression, and are already in BGRA format.
socalgal2•2h ago
> Blender exports KTX2, your engine supports KTX2, Gimp exports DDS/KTX2, Substance Painter exports DDS/KTX2, three.js has a KTX2 converter.
If you're manually doing this conversion from source images to shipping formats your wasting your artist's time, AND, you'll likely lose the source images since people will generally only give you what's needed to build. "Hey, could you tweak building-wall-12.ktx?" "No, It was made in Photoshop and I can't find the file with the 60 layers so no, I can't tweak. Sorry"
reactordev•1h ago