Welcome to part 4 of the DXT compression series. In this series I go over the techniques and results used to compress Firefall's texture data as they are uncovered and implemented.
In this post I go over a lossy algorithm reducing the data size on disk - Or how I went from 2.5bpp to 1.5bpp with very little visible and measurable loss in quality. Previous posts on this topic: Part 1 - Intro Part 2 - The Basics Part 3 - Transposes In Part 2 we determined the baseline of optimized LZMA compression on DXT5 data, which is 2.28bpp on average for my test data set from Orbital Comm Tower in Firefall. In Part 3, we went over various transposes of data and found that they only make a small impact to 2.25bpp. Alright, here we go!
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Welcome to part 3 of the DXT compression series. In this series I go over the techniques and results used to compress Firefall's texture data as they are uncovered and implemented.
In this post I go over some simple data transpose options with some rather non-intuitive results. Previous posts on this topic: Part 1 - Intro Part 2 - The Basics Part 4 - Entropy In the last post we determined the baseline of straight up LZMA compression on DXT5 data, which is 2.28bpp on average for my test data set from Orbital Comm Tower in Firefall. Welcome to part 2 of the DXT compression series. In this series I go over the techniques and results used to compress Firefall's texture data as they are discovered and implemented. Red 5 Studios has graciously allowed me to post about this work publicly with the intention that peer review and group process will end up with something better overall, not only just for Red 5 but for others in the industry as well. So please do comment and suggest improvements if you have ideas or thoughts on the matter :)
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