GDC 2012: DXT is NOT ENOUGH! Advanced texture compression for games
Posted
on Google Code
See other posts from Google Code
Published on Mon, 05 Mar 2012 22:54:40 +0000
Indexed on
2012/03/18
17:57 UTC
Read the original article
Hit count: 522
Filed under:
http://gdata.youtube.com/
(Pre-recorded GDC content) Tired of fighting to fit your textures on disk? Too many bad reviews on long download times? Fix it! Don't settle for putting your raw DXT files in a ZIP, instead, compress your DXT textures by an extra 50%-70%! This talk will cover various ways to increase the compression of your game textures to allow for smaller distributables without introducing error, and allowing for fast on-demand decompression at run time. We'll cover how to losslessly squeeze your data with Huffman, block expansion, vector quantization, and we'll even take a look at what MegaTexture is doing too. If you've ever fought to fit textures into memory, this is the talk for you. Speaker: Colt McAnlis |
From:
GoogleDevelopers
Views:
1132
21
ratings | |
Time: 33:05 | More in Science & Technology |
© Google Code or respective owner