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Ben Golus⚠️⭕
@bgolus
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Tech Artist, Graphics Programmer, general Game Dev, racing snail. (cis he\him) https://t.co/rZK2iMuqFm @bgolus.bsky.social https://t.co/PGfkqLZvb6
Kirkland, WA
Joined August 2010
@Gadget_Games @SebAaltonen JPEG transcoding has been around since Quake 3 days. Crunch after that. And we have stuff like Oodle Texture, Basis, and BCPack today that is super fast and high quality. Not as highly compressed as NTC, but enough.
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@Gadget_Games @SebAaltonen I've used stochastic sampling for transparency and for in shader generated normal maps from procedural height maps. Similar ideas.
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@Gadget_Games @SebAaltonen STF, which is what's creating the noise, is required for this tech likely because the format doesn't support mip mapping in its current form, and stochastic sampling allows them to avoid having to implement it. Basically, it's still too slow to be a reasonable option.
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@SebAaltonen btw, this lasted for only a few seconds. So I can only guess that it was some bug in the metrics.
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@valera5505 @SebAaltonen It could also be argued that cubic or gaussian STF looks better for texture magnification in some cases, though the additional blur on oblique surfaces is far too much.
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