Searching for Pvrtc2 Support information? Find all needed info by using official links provided below.
https://en.wikipedia.org/wiki/PVRTC
In both PVRTC and PVRTC2, texture data is stored in blocks (but note that the decoding of any 2x2 set of texels requires access to 4 of these blocks.) A data block always occupies 64 bits (8 bytes) of storage/memory space and thus, in 4-bit mode (4bpp), there will be one block for each 4×4 pixels.
https://www.imgtec.com/blog/pvrtc2-taking-texture-compression-to-a-new-dimension/
Jan 16, 2013 · PVRTC2 can natively support any size the developer chooses to use. PVRTC2 and PVRTC compared against ETC1, ETC2 and BC1. For applications that use many small textures frequently, using sub-textures from a texture atlas can be often a more efficient way of using the graphics hardware’s resources. Tile-based games usually benefit greatly in ...Author: Alex Voica
https://forums.developer.apple.com/thread/38454
Mar 05, 2016 · I don't know the answer, but for what it's worth the iPhone 5s and newer supports ETC2 (if you use OpenGL ES 3 or Metal), and the iPhone 6 and newer supports ASTC which is a very good and flexible format (again if you use OpenGL ES 3 or Metal).
https://github.com/BinomialLLC/basis_universal
Apr 30, 2019 · PVRTC2 RGB support added. This format looks great and transcoding is fast - approximately as good as BC1. It supports non-power of 2, non-square textures, and should be used instead of PVRTC1 whenever possible. PVRTC2 RGBA support added. This format looks OK if the texture has a very simple alpha channel (like simple opacity mask).
https://stackoverflow.com/questions/22171697/what-compressed-texture-formats-are-supported-on-ios
All iOS devices support PVRTC. Unfortunately it produces noticable artifacts when compressing sprite-type graphics and is restriced to power of two square textures. The new PVRTC2 format produces much better quality and removes the size restrictions. Unfortunately, Apple decided to disable this feature even though their hardware supports it.
https://gpuopen.com/compressonator-v2-3-release-delivers/
Doubt we will see PVRTC2 support on AMD hardware, due to licensing and hardware issues, but also because ASTC is i think superior anyway. AFAIK AMD was one of the developers of the ASTC, so it makes sense its harware actually does support ASTC 😀 As of my GPU in OpenGL claiming it supports ASTC, it could be genuine support, or it could be ...
https://forum.unity.com/threads/pvrtc2-texture-compression-for-ios.275848/
Oct 24, 2014 · I'm trying to increase the quality of our game textures and read about the new PVRTC2 compression. It's suppose to work on iPad2 and up which it's ok in our case. When I drop the PVRTC2 image file to unity it says that the file is unsupported. There is any plans to update the support for this compression format?
https://www.imgtec.com/blog/renderdoc-gains-powervr-support/
There are two generations of PVRTC. PVRTC1 and PVRTC2 both support 4bpp and 2bpp compression ratios. They are broadly similar, but PVRTC2 has additional advantages: Image quality: In general, PVRTC2 will give a better quality image than PVRTC1. In images with large areas of colour discontinuity, the quality will be significantly higher without ...Author: Dev Tech
https://developer.nvidia.com/astc-texture-compression-for-game-assets
Sometimes that is accomplished with more RAM but more often it is achieved with native support for compressed texture formats. The objective of texture compression is to reduce data size, while minimizing impact on visual quality. ... Using ASTC Texture Compression for Game Assets .
https://github.com/g-truc/gli
Apr 03, 2016 · OpenGL Image (GLI) is a header only C++ image library for graphics software.. GLI provides classes and functions to load image files (KTX and DDS), facilitate graphics APIs texture creation, compare textures, access texture texels, sample textures, convert textures, generate mipmaps, etc.. This library works perfectly with OpenGL or Vulkan but it also ensures interoperability with other …
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