Industry's response to crunch lib over time: "We're ignoring it" to "That's impossible" or "That's useless", after Google used it "Well, that's kinda cool, but still useless for us", after Unity used it "They're just for indy/mobile stuff", after AAA games used it "It's obvious".
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Replying to @richgel999
When I first discovered it in 2012, I was immediately in the "I must use this" state, as you know. However, current bosses are in the "ignoring it" phase for basis. :(
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Replying to @RoyEltham
Yes - thanks Roy! You were one of the earliest graphics engineers in AAA games (if not the earliest) to realize its value and deploy it.
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Replying to @richgel999 @RoyEltham
How easily do Crunch/Basis integrate in the standard Unreal pipeline? I am pretty sure my boss would be interested in reducing download times for digital only games.
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Replying to @laurentgiroud @RoyEltham
Crunch RDO (easiest to integrate) has been integrated into Unreal already by a large Canadian studio. I don't know if they'll ever push the code up though. Basis RDO compresses better, but is slower. It's inevitable that Unreal does *something*, because Unity has crunch already.
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Unity's branch of crunch has very fast .crn compression, but RDO compression (which is extremely fast) is unchanged (AFAIK) from the original version of crunch. Unity uses .crn, not RDO. I might bite the bullet and just integrate basis or crunch into Unreal myself.
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Replying to @richgel999 @RoyEltham
I would bet a school of kittens that
@TimSweeneyEpic already knows of Basis existence, why he hasn’t contacted you guys already I can only wonder however.2 replies 0 retweets 0 likes
Yes we should dig into Basis. We’re still using, like, PKZIP or something for texture compression.
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