Improving GPU Texture Compression

Written by Michael Larabel in Free Software on 8 December 2015 at 07:49 AM EST. 2 Comments
FREE SOFTWARE
Rich Geldreich, the compression expert formerly employed by Valve and now working for Unity, has written a blog post covering the future of GPU texture compression.

Rich has been back to writing a number of new posts about compression and his most recent one was a piece last night on the future of GPU texture compression.

His post covers the different ways of creating DTXc GPU textures as well as some new ways, plus another option that will hopefully become viable in the future as the best way forward. If you are interested in GPU texture compression, go read his blog post.
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Michael Larabel is the principal author of Phoronix.com and founded the site in 2004 with a focus on enriching the Linux hardware experience. Michael has written more than 20,000 articles covering the state of Linux hardware support, Linux performance, graphics drivers, and other topics. Michael is also the lead developer of the Phoronix Test Suite, Phoromatic, and OpenBenchmarking.org automated benchmarking software. He can be followed via Twitter, LinkedIn, or contacted via MichaelLarabel.com.

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