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About DXT-compressed textures using Crunch compression algorithm

Discussion in 'General Discussion' started by hetuohua, Dec 2, 2021.

  1. hetuohua

    hetuohua

    Joined:
    May 13, 2021
    Posts:
    2
    "Bundles which consist primarily of DXT-compressed textures which use the Crunch compression algorithm should be built uncompressed." But in my project, I have a DXT-compressed texture which use the crunch compression algorithm, and build to an assetbundle which is LZ4-compressed. At runtime there seems to be no sideeffect(The texture shows correctly). So I want to know is there any sideeffect behind the scene. My unity version is 2018.4.27, on windows platform. Thanks.
     
  2. Neto_Kokku

    Neto_Kokku

    Joined:
    Feb 15, 2018
    Posts:
    1,751
    It's just that LZ4 can't make crunch compressed textures any smaller, so you are wasting CPU time for no gain. The same is true for bundles containing compressed audio clips: you're spending CPU time decompressing the assets twice.
     
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