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
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: