Full parsing of texture format

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Full parsing of texture format]

What internal representation is used for the texture. This is a tradeoff between size and quality.

The texture compression method depends on the balance between size and quality.

You can see that:

1)RGB compressed dxt1>RGB 16 Bit

2)Rgba compressed dxt5>Rgba 16 Bit

3) in non-normal circumstances,Rgba compressed dxt5>Rgba 32 bit

IOS platform]

We can see that the dxt compression in the previous section cannot be applied to iOS devices, and the pvrtc technology is replaced. We can see that:

RGB compressed pvrtc 4 bits>RGB 16 Bit

RGB compressed pvrtc 4 bits>RGB compressed pvrtc 2 bits

Rgba compressed pvrtc 4 bits>Rgba 16 Bit

Rgba compressed pvrtc 4 bits>Rgba compressed pvrtc 2 bits

Rgba compressed pvrtc 4 bits>Rgba 32 bit

Android]

Unless you're targeting a specific hardware, like tegra, we 'dRecommend using etc1 compression.If needed you cocould store an external alpha channel and still benefit from lower texture footprint.

If you absolutely want to store an alpha channel in a texture,Rgba16 bit is the compression supported by all hardware vendors.

RGB compressed etc 4 bitsSuitable for diffuse-map. If the image has an alpha channel, it must be used for full platform use.Rgba16.

If your app utilizes an unsupported texture compression, the textures will be uncompressed to rgba 32 and stored in memory along with the compressed ones. so in this case you lose time decompressing textures and lose memory storing them twice. it may also have a very negative impact on rendering performance.

If the unsupported compression technology is used, it will lead to a waste of Decompression Time and double memory consumption, which has a great negative impact.

Texture size]

If the platform or GPU does not support npot texture sizes, then unity will scale and pad the texture up to next power of two size, which will use even more memory and make loading slower.

If the texture is not the power of 2, unity will scale and pad the texture to reach the power of 2, which will consume more memory and make loading slower. Therefore, a good suggestion is,All textures must be the power of 2..

MIP maps]

Using MIP maps uses 33% more memory, but not using them can be a huge performance loss. You shoshould always use mipmaps for in-game textures.

MIP map consumes 33% more memory..

Anisotropic Filtering]

Anisotropic filtering increases texture quality when viewed from a grazing angle, at some expense of rendering cost (the cost is entirely on the graphics card ). increasing anisotropy level is usually a good idea for ground and floor textures.

Anisotropic filtering only takes GPU time.

Reference: file: // C:/program % 20 Files % 20 (x86)/Unity/Editor/data/documentation/html/en/manual/class-TextureImporter.html

Full parsing of texture format

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