Hardware Compression Texture Support

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Efficient Game Textures with Hardware Compression

    https://android-developers.googleblog.com/2015/01/efficient-game-textures-with-hardware.html
    Jan 13, 2015 · As you may know, high resolution textures contribute to better graphics and a more impressive game experience. Adaptive Scalable Texture Compression (ASTC) helps solve many of the challenges involved including reducing memory footprint and loading time and even increase performance and battery life.

Texture Support and Settings Unreal Engine Documentation

    https://docs.unrealengine.com/en-US/Engine/Content/Types/Textures/SupportAndSettings/index.html
    The highest texture resolution supported by a specific hardware device varies by manufacturer, model and available texture memory. There are a number of features and settings in Unreal Engine 4 for managing the texture resolutions that are rendered for various areas such as world geometry or the user interface. Engine Texture Resolution Limit

Compressed Texture Surfaces - Windows drivers Microsoft Docs

    https://docs.microsoft.com/en-us/windows-hardware/drivers/display/compressed-texture-surfaces
    Compressed Texture Surfaces. 04/20/2017; 2 minutes to read; In this article. A surface can contain a bitmap to be used for texturing 3D objects. To reduce the amount of memory consumed by textures, Microsoft DirectDraw supports the compression of texture surfaces. Note No new callbacks have been added to support compressed texture surfaces ...

Hardware Texture Compression Support - LXDE Forums

    https://forum.lxde.org/viewtopic.php?t=36703
    Apr 26, 2014 · Hardware Texture Compression Support. Problems with hardware & laptops not being detected or supported during or after install. 2 posts • Page 1 of 1. graken Posts: 1 Joined: Sat Apr 19, 2014 11:57 pm. Hardware Texture Compression Support. …

Texture compression – Space Engine

    http://spaceengine.org/news/blog180414/
    All graphics cards support S3TC – a lossy texture compression algorithm, which reduces the memory footprint of the texture 2-4 times, and decompresses it on-the-fly during rendering. Decompression is implemented in hardware, so it has no impact on performance (it even may increase performance in bandwidth-demanding scenarios, because the amount of data cycling between VRAM …

Hardware Texture Compression Support - ddo.com

    https://www.ddo.com/forums/showthread.php/254727-Hardware-Texture-Compression-Support?s=a5c9734f4882fa5ac3a57daeac6b6e97
    Jun 30, 2012 · Hardware Texture Compression Support; COMMUNITY RULES: The Community Guidelines include important information about the rules we expect everyone to follow when using the DDO Forums. CLICK HERE for the Community Rules. Trouble Logging in? Remember: your community login is the same as your game login!

High Dynamic Range Texture Compression for Graphics …

    http://fileadmin.cs.lth.se/graphics/research/papers/hdrtexture2006/hdr_tc.pdf
    High Dynamic Range Texture Compression for Graphics Hardware Jacob Munkberg∗ Petrik Clarberg Jon Hasselgren Tomas Akenine-M¨oller Lund University Abstract In this paper, we break new ground by presenting algorithms for fixed-rate compression of high dynamic range textures at low bit rates. First, the S3TC low dynamic range texture

Adaptive Scalable Texture Compression - Wikipedia

    https://en.wikipedia.org/wiki/Adaptive_Scalable_Texture_Compression
    Adaptive Scalable Texture Compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD.. Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et al. entitled "Adaptive Scalable Texture Compression" ASTC was adopted as an official extension for both OpenGL and ...

Direct3D 11 Textures and Block Compression Games for ...

    https://walbourn.github.io/direct3d-11-textures-and-block-compression/
    The original Direct3D 9 texture compression schemes (DXT1, DXT2/3, DXT4/5) are still supported (now called BC1, BC2, and BC3) and support is required on all Direct3D 11 API compatible hardware including the 9.1, 9.2, and 9.3 feature levels. These schemes are designed for compressing standard three-channel color data with and without an alpha channel.Author: Chuck Walbourn



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