
31. In-Game Video Capture with Real-Time Texture Compression 465
two horizontal pixels. Two blocks of 4 × 4Y values and two blocks of U and V values
can be encoded separately, each in its corresponding block equivalent to how the
alpha component is being encoded in the DXT5 format, with two 8-bit boundary
values and 16 3-bit interpolation indices. The GLSL code to extract YY and UV
blocks from the input texture is in Listing 31.2.
31.6.4 Download of Video Frames from the GPU
The YUYV scheme still keeps the same 3:1 effective compression ratio as the DXT5-
YC
o
C
g
mode, requiring a 62.2MB/s bandwidth in 1080p mode at 30 fps. It is less
than half of the