

Real-time preview to visualize quality trade-offsĪllows you to apply a gaussian blur value across all individual layers (sides) of the cube map.Load or Edit mipmaps levels as layers - Repack mipmaps upon save.Convert Horizontal cube cross to from Layers script.Support for alpha maps, color maps, normal maps.Choice of Fast and Fine (more accurate) compression.Read DirectX10 extended header DDS files into Photoshop.Microsoft DirectX 10 extended header for sRGB.Q: How do I know what compression is best for what?Ī1: Older graphics (< DirectX 10) won't support newer BC6 and BC7Ī2: Low power graphics like PowerVR don't support BC compression

Q: Is there support for Microsoft DirectX* 11.3 and 12?Ī: Yes the newer BCn formats are supported in DirectX*11.2 and 12 DDS with BCn what do I do with it?Ī: You can assign the texture to your object in any app that supports the chosen BCn formatĪ1: Unreal* offers BC7 as a texture compression option on buildĪ2: Maya* 2015+ supports BC7 in Viewport2.0 However, not all applications can read or load the newer BCn compression formats - This free sample code will allow you to implement optimized BCn in your app. saves disk space and transmission time over the internet but have no impact on optimizing textures for use in graphics hardware memory whatsoeverĪ2: BCn optimizes textures for real-time use in graphics memory and saves space on disk. Q: Why would I use BCn over lossless PNG?Ī1: PNG, JPG, etc. Effective texture memory management (compression), is still required to keep pace with this demand.Ī: Higher bit depths and or finer (slower) compression formats (e.g. Q: Why do we still need texture compression?Ī: Demand for more realism in games via textures has increased with every new graphics hardware improvement. Pluggable architecture for future compression schemes.

