Non-RDO M6-only encoding gets 6.7bpp 45.7dB Y PSNR, non-RDO BC1 gets 3.2bpp 35.2dB. Quantized M6-only (second pic) gets 4.62bpp 40.0dB, and Quantized M6+unquantized M1 (first pic) gets 4.87bpp 40.3dB.
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The PSNR gain is minor (.3 dB) but the reduction in blockiness is noticeable if you zoom in.
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At this quality and bitrates you might want to use butteraugli. For example, it will reveal more opportunities to destroy blue information -- or keeping it when psychovisually necessary. I'd assume you can get 1 bpp less if you integrate butteraugli well into your system.
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Yea, if I was only encoding albedo textures (or sRGB images, etc.) I would totally do that. But what about normal/specular/texture mask/etc. maps? One reason I started adding more blocks is because of complex normal maps where mode 6 is too blocky.
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