In the 1.2.180 version we added support for the Basis Universal texture compression.
It supports two modes
- UASTC - high quality, larger file sizes (<=8 bits/texel)
- ETC1S - low quality, very small file sizes (.3-1.25 bits/texel)
Both modes allows us to use harwdare compressed textures on all platforms, which is a great feature. They modes are also both transcoded at runtime, which will then pick the best format for your GPU.
We initially implemented the UASTC mode since we figure that is the mode most users will use.
However, since that mode still increases the sizes for some of your projects where you want to save every byte possible.
Both compression modes are lossy, and ETC1S is more so (hence the small sizes).
But, before adding this mode to the main branch, I invite you to test it out on your project, to see if it is useful to you.
My concern is that the quality might be too low. And I’d like to hear about (or see) the results from your projects.
Ultimately, testing this feature will help us decide if we want to support the ETC1S mode.
To use it, set the compression to COMPRESSION_TYPE_BASIS_ETC1S
.
Links:
(sha1: aa82e11a5e6619fb8634d90df3d42e494678685b)
Here’s an example of the Defold logo:
Uncompressed:
ETC1S: