![]() Using this format is a good way to optimize the size, image quality, and performance of your game. In addition, it supports various block sizes with different associated compression ratios. It supports multiple transparency modes and improves quality compared to ETC1.ĪSTC is a more recent format that's more flexible it supports many different kinds of textures, allowing for just about any texture in your game to benefit from compression. It has quality issues with sharp transitions such as edges and text.ĮTC2 is supported by all devices that support GLES3. It has no transparency support games can use a second texture for the alpha component. Top texture compression formats with device penetration as of September 2020ĮTC1 is supported on practically all devices. The top compression formats in Android are ETC1, ETC2, and ASTC. Since the GPU needs to do fewer reads from texture memory in order to render the texture, the memory bandwidth required to render the scene is reduced, often substantially when texture caches are taken into account. Smaller textures also take less time to load, making games start faster. This allows almost any type of texture to be used in compressed form, and allows for textures to occupy much less space in RAM - up to 36x less space compared to uncompressed 2D textures depending on quality. It compresses using fixed 128-bit block sizes, but allows for variable block footprints from 4x4 (8 bits per texel) to 12x12 (.89 bits per texel). As GPUs have gotten more advanced, more sophisticated texture compression formats have been developed, but not all GPUs can take advantage of them.ĪSTC was released in 2012 to give developers more flexibility in trading compression size vs image quality. Texture compression is a form of lossy image compression that allows the GPU to render directly from the compressed texture using specialized silicon blocks, reducing the texture memory and memory bandwidth required to render the texture. Texture format targeting provides value even for smaller games due to the advantages of newer texture compression formats. Higher bandwidth version of much of this informationĪndroid App Bundle will be the required publishing format for all new games and apps as of August 2021, which means that Google Play Asset Delivery will be required for new games that want Google Play to host more than 150MB of assets. You can even dramatically reduce your download size and on-device footprint by optimizing the tradeoff between size and quality. The Adaptive Scalable Texture Compression (ASTC) format offers advantages, such as improved rendering performance, faster load times, a smaller in-memory footprint, better battery life, and improved visual quality. With Texture Compression Format Targeting, you can start using ASTC for devices that support it while falling back to ETC2/ETC1 to devices that don’t. It offers multiple delivery modes, auto-updates, compression, and delta patching, all hosted at no cost to you.Īs of today, you can use Google Play Asset Delivery to include textures in multiple texture compression formats in your Android App Bundle and Google Play will automatically deliver the assets with the best supported texture compression format for each device. Google Play Asset Delivery allows you to publish an Android App Bundle to Google Play containing all the resources your game needs. Play Asset Delivery downloads the best supported texture for the device Posted by Yafit Becher, Product Manager & Dan Galpin, Developer Advocate ![]()
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