Metabytes FXT1 compressor in WickedGL is faster, looks better, and fixes a variety of problems that are in the 3dfx one.
easyride said:It would be very interesting to see a comparison between GF4's TC, S3's own implementation, FXT1 and VQ. Maybe even a little Beyond3D article?
Dare I say PVR-TC?Dave B(TotalVR) said:Well pardon me for suggesting VQ texture compression should replace S3TC 8)
OpenGL guy said:Uh, GF4's TC is the same as S3's, but nvidia's implementation is poorer. There's no real reason to rehash this again.
Until nvidia decides to improve the decoding in their hardware, GeForce users will have to deal with inferior compressed texture quality.
Someone try this and report.Convert a small grayscale texture to DXT1 and render it magnified. The dithering is quite obvious and the miscoloration blobs are big which is an indication of dithering in texture space (aka before magnification).
-- Daniel, Epic Games Inc.
I certainly know a lot of us have stared at the output but what I actually meant (when I wrote "looked") was that I've run various compression algorithms (eg S3TC, VQ (as in Dreamcast), and PVR-TC) on these textures.andypski said:I think when it comes to texture compression everybody has looked at the Quake3 sky textures in the past... .
OK. I might see if someone here has the data files.Anyway - the same principle holds true for Jedi Knight 2 as for Quake3 - all the texture data is easily available in the game's .pk3 files. The only difficult part is identifying which textures we're interested in for comparison purposes.
I actually meant (when I wrote "looked") was that I've run various compression algorithms on them (eg S3TC, VQ (as in Dreamcast), and PVR-TC).
In theory you could use multiple levels of VQ. After all, Dreamcast could chain VQ and Palettes (i.e. just a simpler form of VQ) together.MfA said:Simon, would multistage VQ be possible for texture decompression or is decompression only allowed to have ~2 cycles of added latency?
Simon F said:I certainly know a lot of us have stared at the output but what I actually meant (when I wrote "looked") was that I've run various compression algorithms (eg S3TC, VQ (as in Dreamcast), and PVR-TC) on these textures.
Sorry Marco, I understand what you meant now. FWIW I tried some experiments averaging 2x2 pixel groups, storing that 'base' colour per block, and then VQ compressing the delta (with fewer code book entries). It certainly helped with "low rate of change gradients", but I seem to remember I still ran out of VQ codes pretty rapidly. I might go back and try it again some time.MfA said:Well with multistage VQ I mean residual VQ, VQ terminology is wonderfully inconsistent, which tends to have quite small real codebooks ... so loading them should not be any more trouble than with the DC-VQ. Of course they have much larger effective codebook sizes, which you would think would allow them to be more general (ie. shared between textures and/or able to deal with larger vectors).