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castano-ludicon
searching PlanetScale…
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castano-ludicon
6mo ago
It needs to be decompressed, but it does not stay uncompressed. That memory is only used temporarily. Games usually have a pinned staging buffer to upload data to the GPU. This memory is reused and does not contribute significantly to the t
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castano-ludicon
7mo ago
The most immediate benefit is reduced memory use. Many devices are memory limited and with skyrocketing RAM prices this is becoming more problematic. Oversubscription drops performance catastrophically, but even without running into memory
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castano-ludicon
7mo ago
Spark supports Adreno 5xx on both GLES and Vulkan backends. Getting the codecs to work on these devices and obtaining good performance was very challenging.
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castano-ludicon
7mo ago
There are many textures that can't be encoded in advance: images compressed with transmission formats such as jpeg or avif, procedural textures, terrain splatting, user generated textures, environment maps, dynamic lightmaps, etc.
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Show HN: WebGPU demo compares 3D models using KTX2 vs. Spark
(ludicon.com)
1 points
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castano-ludicon
1y ago
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0 comments
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Show HN: Real-time texture compression in Three.js
(ludicon.com)
2 points
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castano-ludicon
1y ago
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Real-Time GPU Texture Compression in Three.js
(ludicon.com)
5 points
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castano-ludicon
1y ago
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castano-ludicon
2y ago
Basis is an offline codec. Spark allows you to encode textures that are generated at runtime. This enables the use of texture compression in cases that were not possible before, for example: - UGC Textures allow users to customize their ava
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castano-ludicon
2y ago
WebGPU is not supported yet, but HypeHype, one of our clients, has been able to use our codecs successfully under WebGPU. That said, this needs to be tested more thoroughly under a variety of browsers and devices. We will provide official s