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Android Compressed Textures With Many Choices

Texture compression formats in Android. 8 bits per pixel 64KB for a 256×256 Texture.


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There are mainly 4 families of compressed texture formats.

Android compressed textures. Unity can use ETC1 for Textures with Alpha provided they are placed on an Atlas by specifying the packing tag and the build is for Android. The application can provide the compressed assets locally from inside theapk or it can download them from a server at runtime. The Texture compression format for OpenGL ES2-targeted APK can be ETC1.

Sometimes that is accomplished with more RAM but more often it is achieved with native support for compressed texture formats. Textures are also used by 2D renderers to draw elements such as sprites or backgrounds. On Android platforms that dont support ETC2 the Texture are uncompressed at runtime to RGBA 32 bit.

ETC1 Ericsson texture compression. Prepare the material_propertiesxml file as shown below. You can import Textures from DDS files but only DXT BC compressed formats or uncompressed pixel formats are supported.

25 Zeilen Compressed RGBA Texture. The top compression formats in Android are ETC1 ETC2 and ASTC. 64KB 8 bits per pixel.

Textures are images that can be applied to the surface of a 3D model. On Android when a compression format isnt natively supported itll switch to software decompression which is MUCH slower. This format is supported by all Android phones.

PVRTC PowerVR texture compression. This page describes popular texture compression formats used in games and how to target them in Android App Bundles. As with low dynamic range textures this is the most flexible format.

The compressed textures are stored compressed in memory both CPU and GPU memory and decompressed on the fly during texture lookups. An application supports a GL texture compression format if it is capable of providing texture assets that are compressed in that format once the application is installed on a device. When building an APK that targets OpenGL ES 2 you can use ETC1 texture compression.

I am making some changes now to remove the hidden decompression of DXT textures at load time and to use ETC1 texture compression for opaque textures and RGBA4444 for alpha textures as the default when building data for Android. ETC2 texture format is not supported decompressing texture And it seemed that builder returned uncompressed textures into the build pumping up the size of the apk. I started investigating into compression formats how they work and where they are supported but most of the articles are from 2013 or 2015 and in modern days of technology 3 years might change a lot.

Top texture compression formats with device penetration as of September 2020. This is a great way to make your game use less texture memory which often has a significant impact on the performance. Since the dawn of the GPU developers have been trying to cram bigger and better textures into memory.

ETC1 is supported on practically all devices. Compressed texture formats are useful when we want to save memory bandwidth for access to textures. Unity can use ETC1 for Textures with Alpha provided they are placed on an Atlas by specifying the packing tag and the build is for Android.

Games can use a second texture for the alpha component. There are mainly four texture compression types supported on Android. This reduces both the memory requirement on the GPU and increases texel lookup rate by reducing memory bandwidth requirement.

The Texture compression format for OpenGL ES2-targeted APK can be ETC1. Supported by devices with. ASTC HDR is the only compressed format available on Android devices for HDR textures.

But it doesnt support an alpha. RGBA Compressed ETC2. BC PVRTC ETC and ASTCIn this report we will investigate the support of these compressed texture formats on D3D12 Metal and Vulkan.

It has no transparency support. The objective of texture compression is to reduce data size while minimizing impact on visual quality. It does not support alpha.

Usually for Android youll want to stick with ETC2 texture compression formats using RGB Compressed ETC2 4 bits for opaque textures and RGB 1-bit Alpha Compressed ETC2 4 bits for transparent textures. It requires Vulkan or GL_KHR_texture_compression_astc_hdr support. This results in huge textures in memory and is not what you were looking for when you selected texture compression.

ETC2 is part of OpenGL ES 30. Unless youre targeting specific hardware such as Tegra ETC2 compression is the most efficient option for Android offering the best balance of quality and file size with associated memory size requirements. This is the default Texture compression format for Android projects.

When building an APK that targets OpenGL ES 2 you can use ETC1 texture compression. The generated texture versions may be compressed using GPU texture compression formats like S3TC on desktops PVRTC and others on mobile andor scaled down. This is the default Texture compression format for.

Host Dan Galpin explains how to improve the load time frame rates and size of your game by supporting modern texture compression with Play Asset Delivery.


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