![]() ASTC 6.4bit can provide but NOT higher than what BC7 can provide - which seems to be rather uncommon. As such, BC7 could be said to be "more efficient" for RGB textures in cases where the quality level actually required is legitimately higher than what e.g. ![]() ![]() UMVC3 is a last gen game that ran on the 360 but KOF 14 is a PS4 game that required. For the BC5 to ASTC comparison, this assumes 2-component normal maps with a reconstructed-normal-angular-error metric like the one sebbbi mentioned for PVRTC1/S3TC/ETC1 to ASTC this assumes RGB textures with a flat error metric.Īs for BC7, what we've seen is that ASTC 8bit doesn't beat BC7 on RGB textures but usually does beat it on things like normal maps and RGBA textures. The King Of Fighters XIV requires OpenGL 4.3 or higher to run ISSUE. Die neue Version bleibt dabei abwärtskompatibel zu. ASTC 1.28bit = PVRTC1 2bit, ASTC 2.67bit = DXT1 4bit, ASTC 5.12bit = BC5 8bit). OpenGL 4.3 veröffentlicht (Bild: ) OpenGL 4.3 enthält einige neue Funktionen, die vor allem auf Rückmeldungen von Entwicklern basieren. In our testing, when comparing ASTC to "old" formats like PVRTC1, ETC1, S3TC and BC5 (but not BC6/7), ASTC has typically been able to achieve equal quality at about 2/3 of the bitrate, as measured by PSNR (i.e. Bitrate needed to reach a particular quality level? or are there other efficiency aspects that you would like to highlight? (encode time? HW area/power cost? memory bandwidth? compressibility with things like Rich Geldreich's "crunch" tool?)
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