View Full Version : fastest method for luminance texture
im not caring about quality issues just speed.
A/ 8bit alpha/intensity texture (best quality results but perhaps slower than B,C,D)
B/ dxt5 (same memory as #A but i assume a slight overhead for unpacking, is this correct?)
C/ dxt1 (ie rgb as intensity)
07-24-2006, 10:51 AM
A) should be fastest, the others only use less memory, but B and C do produce more texture reads than A, so they may be slower.
I don't know of anything that would fit into D, but the speed diff would not be that large compared to a corectly filtered luminance texture.
07-25-2006, 12:07 PM
C) is fastest.
07-25-2006, 05:12 PM
D) is slowest.
07-31-2006, 09:57 AM
Humus, just so I understand this right - using RGB DXT1 for intensity is faster than using a plain (should be 1Bpp internally AFAIK) intensity texture?
Is that ATI-specific (not included in OP's question), or is this performance statement true for all existing hardware and software implementations supporting DXT1?
08-01-2006, 03:23 AM
I'd always assumed texture cache coherency is the reason compressed textures are faster that uncompressed. You can fit more texture area in the cache if it's compressed.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.