andypski said:The DXT5 version will consume an extra slot in SM2.0 unless you have the appropriate swizzle in hardware. Unless you have the 'arbitrary swizzle' cap bit set then you will have to add an extra instruction to your shader that may or may not be optimised out depending on the underlying hardware.
The swizzle required is .wzyx which does not require arbitrary swizzle, it's the base component reversal swizzle which is mandatory in PS2.0. I just don't find this "we don't need a swizzle" argument very compelling from a development perspective. Now, if 3Dc had automatic computation of the Z or "free" normalization on texture lookup, you might have a compelling argument. But the swizzle is beyond trivial and sounds like grasping for straws.
3Dc has an advantage in IQ. As far as any development advantages for coding productivity, it is vanishingly small.