sorry I wasn't following this thread, I just sort tossed my hat in with what I knew. I'm reading upwards now on the discussion and what's being asked is if Oodle Texture is done on CPU or GPU.
So the answer is, it's available on _any gpu_ that supports BCn 1-7 type encoding. Which typically most directX GPUs will support. What Oodle Texture does, is not compress the texture, but re-encode the texture to a RDO format such that the decoding you would use for a typical BCn1-7 would output the same result. So the technology is in the encoding process (which is long and slow) to find the encoding that would output better results but arrange the data to be patterned in such a way that your compressors (like Kraken, or Lz) can find repeatable patterns to compress the texture down.
Hope that helps. Here's the official tweet. Let's try to be more civil everyone. Thanks.
wrt BCPack - I believe this is a similar RDO encoding of textures. I have doubts MS created a compression algorithm that competes with Kraken and Lz and is just as fast but has decided not to give it out freely.
We will see likely more use of Oodle Texture or BCPack. I do see Oodle texture get used quite a bit on those game logo loading screens. AC Valhalla is re-packaging itself, so all new binaries are required. PS5 still certainly doing better on delta patches though. Xbox Series file sizes has decreased dramatically from the original release, in fact coming out smaller than PS5 which I'll be honest in saying I didn't expect, a total of 44GB saved.
Data Restructuring - Title Update 1.4.1 | Ubisoft Discussion Forums
Download size from 1.4.0 to 1.4.1:
- PC ~78 GB
- PS4 ~67 GB
- PS5 ~40 GB
- X1 ~62 GB
- XS ~71 GB
Disc space used after installing 1.4.1
- PC ~77 GB
- PS4 ~75 GB
- PS5 ~77 GB
- X1 ~63 GB
- XS ~72 GB
Disc space saved after rebase:
- PC ~34 GB
- PS4 ~30 GB
- PS5 ~13 GB
- X1 ~30 GB
- XS ~44 GB