Here's kodim18 encoded to BC7 mode 6 RDO at 4.84 bpp 40.5 Y PSNR (12.8k endpoints, 12k selectors). Non-RDO BC1 gets 3.2 bpp 35.2 Y PSNR, and non-RDO mode 6 BC7 gets 6.7 bpp 47.5 Y PSNR.pic.twitter.com/OkRiAbP8Az
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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?
I've seen both approaches, some engines don't discard blue
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
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.
BC7’s blind spot are complex blocks with decorrelated alpha. It’ll never handle them particularly well.
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