You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
It may be an idea to store assets for the samples as raw alongside their compressed counter parts. Or to move the compression of assets into the compilation step of the project. This would allow us to customise how we prepare assets for a project or sample and reduce the time we spend decompressing ASTC texture for incompatible platforms
The text was updated successfully, but these errors were encountered:
We already have a sample for basis universal compression, and the KTX library supports that. So we could store textures in that format and then transcode at runtime. That's much faster than the current ASTC decoding on desktop.
We should def take a look at this. Esp. when doing a batch run in debug mode, some samples that load scenes using ASTC compressed images take ages to load, even on a fairly fast CPU. On my setup, this makes a full batch run take more than 20 minutes, which is a lot since it's something we require when doing framework changes.
It may be an idea to store assets for the samples as raw alongside their compressed counter parts. Or to move the compression of assets into the compilation step of the project. This would allow us to customise how we prepare assets for a project or sample and reduce the time we spend decompressing ASTC texture for incompatible platforms
The text was updated successfully, but these errors were encountered: