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Google and Binomial Open Source Basis Universal Texture Format - Printable Version +- Sick Gaming (https://sickgaming.net) +-- Forum: Programming (https://sickgaming.net/forum-76.html) +--- Forum: Game Development (https://sickgaming.net/forum-80.html) +--- Thread: Google and Binomial Open Source Basis Universal Texture Format (/thread-90503.html) |
Google and Binomial Open Source Basis Universal Texture Format - xSicKxBot - 05-25-2019 Google and Binomial Open Source Basis Universal Texture Format One common problem with game development is compression, it’s a classic trade-off. Do you save disk space at the cost of either performance or VRAM usage or do you favor performance at the cost of size? When it comes to GPU Image Textures, this is exactly the trade-off Binomial is trying to get rid off. Thanks to a recent partnership with Google, their work is now available and open source! Details from the Google open source blog: Quote:Today, Google and Binomial are excited to announce that we have partnered to open source the Basis Universal texture codec to improve the performance of transmitting images on the web and within desktop and mobile applications, while maintaining GPU efficiency. This release fills an important gap in the graphics compression ecosystem and complements earlier work in Draco geometry compression. The project is available now, open sourced under the Apache 2.0 license on GitHub. This new technology should be a great boon to game engines and tools hoping to support texture compression across a number of devices, and I assume will make it’s way into more Google products as time goes on. GameDev News Tools |