Anarchist420
Diamond Member
The new DX11 compression formats for FP32 textures are 8:1. That's way too high, IMO.
I don't know why no one has ever developed a lossless tc algorithim (other than for memory footprint).
I know that the ratios for a lot of textures would barely approach a full 2:1, but there would be no artifacts. They wouldn't be able to use nearly as large of textures, but at least there would be no artifacts and no blotchiness.
Any thoughts on this?
I've always been a proponent of lossless compression, be it for video, audio, textures, and whatnot, so maybe I'm biased. I'm more sensitive to artifacts than most people I guess.
Some lossy algorithims are better than others (VQ is better than DXT) but lossless is the way to go, IMO.
I don't know why no one has ever developed a lossless tc algorithim (other than for memory footprint).
I know that the ratios for a lot of textures would barely approach a full 2:1, but there would be no artifacts. They wouldn't be able to use nearly as large of textures, but at least there would be no artifacts and no blotchiness.
Any thoughts on this?
I've always been a proponent of lossless compression, be it for video, audio, textures, and whatnot, so maybe I'm biased. I'm more sensitive to artifacts than most people I guess.
Some lossy algorithims are better than others (VQ is better than DXT) but lossless is the way to go, IMO.