1 | Guerilla Group: | Compression name: | Pixel size: | File size: | Colour depth: | rgb setup: | alpha setup: | Colours: | Photoshop export names: | ||||
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2 | DXT: 4x4 pixel texels reduced to 2 interpolated colours | A | R | G | B | RGB | |||||||
3 | Compressed with colour-key transparency | DXT1 | 4bits | 1/8 | - | 5bit | 6bit | 5bit | 16bit | 2 sets per texel* | none | 65536 | DXT1 RGB 4 bpp | no alpha |
4 | Compressed with explicit alpha | DXT3 | 8bits | 1/4 | 4bit | 5bit | 6bit | 5bit | 16bit | 2 sets per texel* | explicit (per pixel) | 65536 | DXT3 ARGB 8 bpp | explicit alpha |
5 | Compressed with interpolated alpha (smooth alpha) | DXT5 | 8bits | 1/4 | 4bit | 5bit | 6bit | 5bit | 16bit | 2 sets per texel* | 2 sets per texel* | 65536 | DXT5 ARGB 8 bpp | interpolated alpha |
6 | 16bit: | A | R | G | B | RGB | |||||||
7 | r5g6b5 | 16bit | 1/2 | - | 5bit | 6bit | 5bit | 16bit | explicit (per pixel) | none | 65536 | 5.6.5 RGB 16 bpp | unsigned | |
8 | a1r5g5b5 | 16bit | 1/2 | 1bit | 5bit | 5bit | 5bit | 15bit | explicit (per pixel) | explicit (per pixel) | 32768 | 1.5.5.5 ARGB 16 bpp | unsigned | |
9 | a4r4g4b4 | 16bit | 1/2 | 4bit | 4bit | 4bit | 4bit | 12bit | explicit (per pixel) | explicit (per pixel) | 4096 | 4.4.4.4 RGB 16 bpp | unsigned | |
10 | 32bit: | A | R | G | B | RGB | |||||||
11 | x8r8g8b8 | 32bit | 1/1 | - | 8bit | 8bit | 8bit | 24bit | explicit (per pixel) | none | 16777216 | X.8.8.8 XRGB 32 bpp | unsigned | |
12 | a8r8g8b8 | 32bit | 1/1 | 8bit | 8bit | 8bit | 8bit | 24bit | explicit (per pixel) | explicit (per pixel) | 16777216 | 8.8.8.8 ARGB 32 bpp | unsigned | |
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14 | Alpha | ||||||||||||
15 | Red | *interplolated using two more sets generated during runtime | |||||||||||
16 | Green | ||||||||||||
17 | Blue | ||||||||||||
18 | RGB SUM | ||||||||||||
19 | Tips: | ||||||||||||
20 | You can shave half of the size off of a 32bit texture by halving the lenght of one of the axis, this makes it take up the same amount of space as a 16bit texture with the size that it had before the rescale. And, it might end up looking better than converting it to 16bit because of the improved colourdepth. | ||||||||||||
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22 | A 32bit normal map at half the size can look nicer than a dxt3/5 at full size, because the normals are more smooth. If there is no need for an alpha you can try 16bit r5g6b5 to half the size even more without losing too much colourdepth in more flat normal maps. Like ones generated from height maps. | ||||||||||||
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