I'm very excited about this new codec. It's basically like my RDO BC1 codec in crunch, except for BC7. As I know several large studios are still using my old crunch codec for BC1-5, I'm hoping this will interest them.
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We're shipping this ASAP, hopefully by the middle of next week. I need to wrap an API around it and test it a bunch with RGB and RGBA textures.
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That looks great, really curious of how well it performs with normal map content
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Do you use normal maps with BC7? Do you swizzle the components or just throw in XYZ as RGB and let the codec figure it out?
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I've seen both approaches, some engines don't discard blue
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In general I'm thinking from the point of view that at this time the visual quality of color/albedo textures is really great and the biggest strides have to be made with normal maps, shader masks, etc. where there are still a lot of blockiness artifacts to be found
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As I add more BC7 modes overall quality will improve. I’m adding mode 1 next. After that I believe I need modes 4 and 7 to handle decorrelated alpha and complex blocks with correlated alpha. The rest of the modes shouldn’t be necessary in my testing.
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BC7’s blind spot are complex blocks with decorrelated alpha. It’ll never handle them particularly well.
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Did you use http://ravenworks.ca/twitimagefix/ ?
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Yes, great little tool. I wish twitter had this built in
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Thanks, just checking who owns the artifacts.
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