Questions regarding AFBC format support on Mali GPUs

I am developing a game with Unreal Engine 5.5.4 and am considering implementing AFBC along with UBWC. I have been using the R11G11B10 format but am considering changing to R10G10B10A2 and R8G8B8A8 to support older devices.

  1. What is the minimum Mali GPU version that supports AFBC for each of the following formats: R11G11B10, R10G10B10A2, and R8G8B8A8?

  2. If the support for these formats differs between OpenGL and Vulkan, please provide the specific details for each API.

  3. I have seen advice to determine if AFBC is working by monitoring bandwidth. Is this still the only method to verify it?

Thank you.

Parents
  • What is the minimum Mali GPU version that supports AFBC for each of the following formats: R11G11B10, R10G10B10A2, and R8G8B8A8?

    RGBA8 has been supported in all AFBC implementation (Mali-T760 or later).

    RG11B10f and RGB10A2 have been supported in AFBC since the Valhall architecture (Mali-G57/77 or later).

    have seen advice to determine if AFBC is working by monitoring bandwidth. Is this still the only method to verify it?

    For Vulkan you can query compression status using VK_EXT_image_compression_control (default compression = AFBC, no compression = uncompressed). There is no such query for OpenGL ES. 

    Kind regards,

    Pete

Reply
  • What is the minimum Mali GPU version that supports AFBC for each of the following formats: R11G11B10, R10G10B10A2, and R8G8B8A8?

    RGBA8 has been supported in all AFBC implementation (Mali-T760 or later).

    RG11B10f and RGB10A2 have been supported in AFBC since the Valhall architecture (Mali-G57/77 or later).

    have seen advice to determine if AFBC is working by monitoring bandwidth. Is this still the only method to verify it?

    For Vulkan you can query compression status using VK_EXT_image_compression_control (default compression = AFBC, no compression = uncompressed). There is no such query for OpenGL ES. 

    Kind regards,

    Pete

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