| thewayofthepath said: ETC2 texture compression, which is now part of the OpenGL standard, gives six times lossy compression for 24 bit textures. 32MB would only yeild the equivalent of 192MB. Overview: http://en.wikipedia.org/wiki/Ericsson_Texture_Compression Detailed paper: https://www.khronos.org/assets/uploads/developers/library/2012-siggraph-opengl-es-bof/Ericsson-ETC2-SIGGRAPH_Aug12.pdf Of course, XBox One most likely uses something based off S3TC. Zip would be useless as it takes too long to decompress in a 60 fps realtime setting. (Or 30 fps, if you prefer.) |
It would use 3Dc or 3Dc+ compression.
Problem with using S3TC and DXTC and other derivatives is that they might be "alright" at compressing textures, but when it comes to other aspects for example... Normal Maps, they fall incredibly short.
The other benefit to 3Dc and 3Dc+ is that it doesn't need any radical changes to how developers already implement compression.

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