Small correction: it was released for Unreal Tournament, not Unreal, even though Unreal also had support for textures compressed directly in S3TC. That allowed the community to produce their own extremely high resolution textures compressed in S3TC to replace the stock ones (and even the official S3TC ones). Starting from Unreal Engine 2, that was no longer possible due to engine changes, but they still used S3TC compressed textures internally.



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