But compare those compression rates, with the rates RAD Games supplies here for Oodle Textre + Kraken. There's a massive difference:
http://www.radgametools.com/oodletextureexamples.htm
These examples would support the 8-9GB/s already accounting for RDO.
https://cbloomrants.blogspot.com/2020/06/oodle-texture-slashes-game-sizes.html
This is the blog of another guy working at RAD game tool
There is other example
And it is coming from a real game
And it seems 8/9 GB/s is more in line with Kraken only
127 MB block compressed GPU textures, mix of BC1-7
78 MB with zip/zlib/deflate
70 MB with Oodle Kraken
40 MB with Oodle Texture + Kraken
Modern games use a huge amount of BCN texture data. Many games are reaching 100 GB, and 80% or more of that size is in BCN textures. Shrinking the BCN textures to half their previous compressed size will make a dramatic difference in game sizes. While Kraken is a huge technological advance over zip/zlib, it only saved 8 MB in the example above (this is partly because BCN texture data is difficult for generic compressors to work with), while Oodle Texture saved an additional 30 MB, nearly 4X more than Kraken alone. The size savings possible with Oodle Texture are huge, much bigger than we've seen from traditional compressors, and you don't need to accept painful quality loss to get these savings.
EDIT: Sorry I did not see it was discussed
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