Is that much of a surprise given that it has twice the number of bits?
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The key thing is, once RDO BC7 is losslessly compressed (like with LZMA or Zstd), it doesn't require 2x as many bits for storage/transmission. It has like 25-50% as many bits vs. non-RDO BC1. (Of course, once you unpack it into RAM it takes up 2x as many bits).
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So it's an interesting tradeoff. If you can tolerate 2x as many bits in RAM as BC1, and roughly 20-50% as many bits to transmit/decompress, you can get significantly higher quality. You also get a usable alpha channel in there, too.
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In-memory footprint is the biggest reason developers don't use BC7 as much as they could/should. Secondary to that is probably streaming bandwidth which of course your work helps with.
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It seems to be very dependent on the studio. Some studios absolutely refuse to use BC1. And some studios are the opposite and overuse BC1. I'm hoping this new codec will interest both groups.
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BC7 should always be an option on the table, particularly since the only other option on the table (usually) is to quadruple the memory footprint and increase resolution by 2x in each axis.
End of conversation
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