I think he probably meant IPU can quantize unpacked textures for you.MrWibble said:I don't think you can use the IPU to compress CLUT textures
Anyway in my experience you can get acceptable results with IPU JPeg at around 0.5bits/texel, so I'd say it's a pretty valuable compression when used right, especially when you have lots of animated stuff obviously.
It may be lossless but it costs a lot of CPU time (which we never have ), and is roughly an order of magnitude slower. Granted in streaming environment you're bounded by slowass external drive, but you can still save CPU time regardless.On the whole you'd probably be better off getting the EE to unzip textures.
Well there are methods that work as multipass rather then 'unpack before use'. Still a performance tradeoff either way, but effects will probably vary in each application.Barbarian said:The problem is that GS decompression happens after synchronization with path3 and potentially can stall geometry xgkicks