Adjusting texture compression strength [gltfpack] #668
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Hello! I currently have a very large GLB file I'm trying to compress down, with a focus on compressing for in-memory usage (disk size is less relevant). Is there a way to adjust compression strength or compressor used? P.S. - Is it normal for a 260mb GLB with only a handful compressed 4k textures to expand into 7GB in VRAM? How can I determine what is merely asset size, and what is renderer inefficiency? |
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Here's a visual comparison between The exact position shown is a bit different, but the visual issues should be apparent. |
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You can try:
-tq 10
will try using the maximum quality for the default compression algorithm (ETC1S). This is unlikely to be enough but is the first thing to try.-tu
will use UASTC which is a much higher quality texture compression; it will need ~double the VRAM upon loading-tu normal
which will use UASTC for normal maps but the (default) ETC1S for other textures. This can act as a balance between size & quality impact from using UASTC everywhere.You can also specify -tq with UASTC but the defaults are probably good enough. If UASTC helps but the size is too significant, reducing the quality (eg
-tq 3 -tu
) might also be worth a try.