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> AFAIK lossless compression of textures is not an automatic thing for GPUs, however framebuffers - the things you render to - are losslessly compressed to redu
by astrange 4y ago
> AFAIK lossless compression of textures is not an automatic thing for GPUs, however framebuffers - the things you render to - are losslessly compressed to reduce bandwidth usage for rendering and scan-out.
Textures can be auto losslessly compressed too, but note it's only useful for textures the CPU/GPU is writing to; you should use ASTC or whatever usual format most of the time.
eg it's briefly discussed here https://developer.apple.com/documentation/metal/textures/optimizing_texture_data https://developer.apple.com/documentation/metal/textures/opt...
- kevingadd 4y agoFascinating little feature for Apple to add to their GPUs - I wonder if it's tech they licensed from PowerVR or they invented it. I'm not aware of an equivalent in the Windows space or on game consoles but it would be cool to see one. Typically textures are just swizzled.