"The world is round because there are not supposed to be any borders."

New demo
Saturday, April 12, 2008 | Permalink

There's a new demo available that demonstrates texture compression done entirely on the GPU. You'll need a DX10.1 card (Radeon HD 3000 series only right now) and you need to have Windows Vista SP1 installed.

You can toggle between the compressed and uncompressed texture with F5.

Name

Comment

Enter the code below



mouse
Sunday, April 13, 2008

So how good is it? What's the RMS? How does it compare to e.g. Squish and the NVIDIA CUDA compressor?

Humus
Monday, April 14, 2008

Well, I haven't made any serious comparisons. Quality-wise it's likely a bit worse than those, but performance-wise many times faster. This is meant to be used in real-time, whereas Nvidia's compressor tool (although it can use the GPU) is still an offline compressor.

gop
Monday, April 14, 2008

[quote]
You'll need a DX10.1 card (Radeon HD 3000 series only right now)
[/quote]
Nop... the S3 Chrome 430GT is DX10.1 too and costs 59$

Humus
Tuesday, April 15, 2008

D'oh, that's right. Forgot about that card. I'd be interested in hearing how well it runs on the S3 card if anyone has one.

Ignacio
Friday, June 20, 2008

Humus, this feature has been available in OpenGL for a long time, and used in some of our SDK examples.

See the following articles:

http://developer.nvidia.com/object/real-time-ycocg-dxt-compression.html
http://developer.nvidia.com/object/real-time-normal-map-dxt-compression.html

And the accompanying demos:

http://developer.download.nvidia.com/SDK/10/opengl/samples.html#compress_YCoCgDXT
http://developer.download.nvidia.com/SDK/10/opengl/samples.html#compress_NormalDXT

Humus
Saturday, July 5, 2008

Sure. Although the OpenGL method requires two copies, one from the render target to the PBO, and then from the PBO to the destination texture. The DX10.1 way you only need one copy, directly from the render target to destination surface.