Another huge title was released on Oct. 26 that uses my texture compression tech. - yet no credits. Argh. Thanks guys.
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Yup. Speed, size, quality.
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This is why I'm no longer working on BC1-5 codecs. I'm now focusing on solutions for BC6H/BC7/ASTC/PVRTC and universal. Also, I'm putting an attribution required clause into the crunch license. I originally used ZLIB to get as many people as possible to use the codec.
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Like with intermediate video codecs such as Apple’s ProRes, it makes sense to bias for speed and quality during editing and then bias for quality and size for distribution.
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That's what we did on Halo Wars 1. During normal development, we optimized for low encoding times. For shipping builds, we let the build server spend time optimizing for size.
End of conversation
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