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Articles / High Performance Computing / GPU
Posted 14 Dec 2020


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A new Adaptive Scalable Texture Compression (ASTC) codec to speed up texture processing in games

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14 Dec 2020CPOL11 min read
Texture encoders and decoders are often the most bandwidth intensive parts of a game and optimized encoding with Arm's ASTC encoder can provide a lot of benefit to runtime decoding.
In this article, we’ll get you up to speed on how ASTC differs from other texture codecs and why you should use it. Then, we’ll show you how you can integrate ASTC into your game or engine’s texture pipeline. Finally, we’ll demonstrate some quick benchmarks in both compression time and quality against common encoders used today.

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This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


About the Author

Jeremy C. Ong
Technical Lead WB Games
United States United States
Jeremy is a Principal Engineer at WB Games. He's worked throughout the game engine tech stack, touching everything from rendering and animation, to gameplay scripting and virtual machines, to netcode and server code. He's most passionate about the boundary between applied mathematics and computer science, and you'll often find him puzzling over one or the other in roughly equal parts. When he's not coding, Jeremy is probably spending time with his wife and dog, climbing, enjoying a chess game, or some combination of the above.

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