At petabyte scale, adding GPU texture support to apps with existing JPEG/WebP content presents three options: encoding to multiple uncompressed formats (impractical due to 8-16x size explosion), using supercompression to a universal format with on-device transcoding (adds ~1-1.5 PB, driver-independent, Khronos-standardized), or using compute shaders for transcoding (plagued by mobile GPU driver bugs, limited to smaller ASTC block sizes). Supercompression is argued as the only viable approach at scale, enabling larger ASTC block sizes (8x8, 10x10, 12x12) and eliminating driver-dependent failure modes that become intolerable when serving hundreds of millions to over a billion users.
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