Rich Geldreich argues that large block size ASTC (10x10, 12x12) has been widely misunderstood by game developers. These block sizes were designed for high-resolution (4K) content and offer dramatic memory bandwidth savings (0.89–1.28 bpp). GPU shader deblocking at these sizes is essentially free on mobile/tablet hardware where memory bandwidth is the bottleneck. He notes that existing encoders are incomplete or broken — Intel's ispc_texcomp lacked multi-subset support and is now archived, while ARM's LDR encoder lacks deblocking awareness and supercompression support. The path forward involves deblocking-aware encoders that exploit deblocking like modern image/video codecs have done for decades.

1m read timeFrom richg42.blogspot.com
Post cover image

Sort: