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楼主 |
发表于 2020-6-18 12:42 · 浙江
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jklyoqw123 发表于 2020-6-18 12:26 
个人觉得意义不大,也许可以有效降低纹理存盘大小?应该可以弥补一下820G容量的问题
况且压缩也是要解压的 ...
Oodle Texture确切地讲并不是一种压缩方案,而是一种生成BCn文件的编码方案,最后压缩工作是其他软件来做的
你看一下整个流程图就知道了,它的主旨是在生成BCN compressed texture时,更容易被压缩软件进行压缩
RGB uncompressed source art content like BMP or PNG
| <- this step is where Oodle Texture RDO goes
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BCN compressed texture
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Kraken or zlib compression on the game package containing the BCN textures
| TOOLS ^
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sent over network, stored on disk
| RUNTIME v
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decompress Kraken or zlib to load (sometimes with hardware decompressor)
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BCN compressed texture in memory
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rendered on GPU
The main feature is RD-optimized BC1-7 compression. You use Oodle Texture as your BCn encoder, you get regular BCn data out, the result just happens to compress a lot better if you then hand it to Kraken, Zip, etc. Combines beautifully with hardware LZ decoders. |
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