Hi everyone ![]()
I’m currently optimizing texture profiles for a Defold game targeting Android, iOS, and HTML5, and I’d really like to learn from the community’s real-world experience.
My main goal is:
-
Smallest possible build size
-
Negligible visual quality loss
My current setup
Right now I’m using ASTC for everything:
path_settings {
path: "**"
profile: "Default"
}
profiles {
name: "Default"
platforms {
os: OS_ID_GENERIC
formats {
format: TEXTURE_FORMAT_RGBA_ASTC_10X10
compressor: "ASTC"
compressor_preset: "HIGH"
}
mipmaps: false
}
}
After testing, I found ASTC 10×10 to be a really good balance for my game in terms of quality vs size.
The problem is HTML5:
-
Using ASTC 10×10, my zipped HTML5 build is ~7 MB, which is perfect.
-
If I switch the web profile to:
-
TEXTURE_FORMAT_RGBA -
BasisUcompressor
the zipped HTML5 build jumps to ~15 MB.
-
I’m worried about:
-
ASTC support / reliability on the web
-
Browser + GPU compatibility
-
Whether relying on ASTC for HTML5 is risky long-term
At the same time, not using ASTC makes the web build much larger, which hurts loading time and user experience.
Questions for the community
-
What texture profiles are you using in production for:
-
Android
-
iOS
-
HTML5?
-
-
Are you successfully using ASTC on HTML5, or do you always fall back to BasisU?
-
Have you seen real issues (missing textures, artifacts, crashes) when using ASTC on the web?
-
Is there a recommended hybrid approach you’ve settled on?
Any shared profiles or lessons learned would be hugely appreciated ![]()
Thanks in advance!