November 2019
Intermediate to advanced
404 pages
12h 9m
English
As you learned in Chapter 4, Optimizing Your Art Assets, there are different texture compression formats, which can reduce our application's disk footprint (executable file size), runtime CPU, and RAM usage. These compression formats are designed to support GPU architecture for the given platform. There are many different formats, such as DXT, PVRTC, ETC, and ASTC, but only a handful of these are available on a given platform.
By default, Unity will pick the best compression format determined by the Compression setting for a texture file. If we drill down into platform-specific options for a given texture file, then different compression type options will be available, listing the different ...
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