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I'm using DirectXTex to save DDS textures. I noticed that DirectXTex, compared to other tools, when saving textures in the compressed DXT format, loses detail, especially during smooth transitions. For example, on the very old X-Ray SDK (S.T.A.L.K.E.R.), the quality of texture compression is much better (in the X-Ray SDK, for some reason, the dither flag does not affect the compression quality, textures without and with dither are binary identical).
I agree with you, "NVIDIA Texture Tools Exporter 2024.1.0" gives much better quality than "texconv.exe" when converting from BC7 to DXT5 (BC3_UNORM_SRGB) using same settings.
Garage_cmp.zip
I've attached zip with 3 dds files to compare (original BC7, "NVIDIA Texture Tools Exporter 2024.1.0" and "texconv.exe" both DXT5). I expect resonable quality after compression without much loss (look at red car front) that happens after using texconv.exe in my case.
Upd: "-bc u" parameter makes image better (removes pixelation in some cases) but still not so good as using NVTTE (that has features like gauss blur or smoothing to get rid of blocking artifacts),
I'm using DirectXTex to save DDS textures. I noticed that DirectXTex, compared to other tools, when saving textures in the compressed DXT format, loses detail, especially during smooth transitions. For example, on the very old X-Ray SDK (S.T.A.L.K.E.R.), the quality of texture compression is much better (in the X-Ray SDK, for some reason, the dither flag does not affect the compression quality, textures without and with dither are binary identical).
Comparison
Test textures: Textures.zip
How to achieve high quality DXT compression using DirectXTex?
Sorry for my English (I write through a translator).
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