At the recent ARM Game Developer Days, I asked about heuristics for picking atsc compression formats. For many larger games, there could be a gig of textures, so it would be great to at least have a starting point on which compression strategy to use.
Do you guys have a white paper or a guide.
Thanks
Dave
Hi David,
There is no document that I am aware of - although it sounds like a great idea to have one - but here are some basic guidelines:
It's worth noting that one of the basic principles of ASTC is that it moves compression from being a technical constraint to being more of an artistic choice. You don't need one size fits all, and can leave the artists to pick an appropriate level of compression for the models in the scene on a case by case basic. Rendering something in the background? Fine - drop the compression rate and save some bandwidth. Rendering a foreground character and the focus of the player's attention? Dial up the quality and increase bitrate just for that model.
HTH, Pete
Earlier this year I gave a presentation on how to tweak compression settings in either the ARM Texture Compression Tool or the command line evaluation codec for various types of textures. This starts off with a rough explanation of how ASTC works but then goes into detail on the settings available for improving the outcome on lower bit rates and larger block sizes.
You may find some of this useful: