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Can we consider ETC2 textures almost universally supported on Android now?

Discussion in 'Android' started by 00christian00, Oct 29, 2018.

  1. 00christian00

    00christian00

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    When I started my game 3 years ago I was hoping to finish it sooner and was planning to use ETC texture cause ETC2 was still only relegated to high end devices.
    Is it safe to say that today if I use ETC2 I will cover most of the device on the market, even low end one?
    Something like more than 90% ?
     
  2. 00christian00

    00christian00

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    According to google data, there is still 21% of devices running on Open GL ES 2.
    https://developer.android.com/about/dashboards/#OpenGL

    There is few consideration to do:
    1-Some devices running on OpenGL ES2 should support Etc2 if I recall.
    2-I have no idea if these devices running ES3 actually have decent support for it, it could be buggy.
    However a texture format should be easy to implement, so maybe there is rarely issues on that matter.
     
  3. aleksandrk

    aleksandrk

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    Nope. ETC2 support is part of OpenGL ES 3 spec, and there is no corresponding extension.
    It's decent.
     
  4. 00christian00

    00christian00

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    "Decent" is not very reassuring :D
    So the best bet is to stick to etc1 .
     
  5. aleksandrk

    aleksandrk

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    Well, it was supposed to be reassuring :)
    ETC1 is the option that's compatible with all ES2+ devices. ETC2 offers additional features, like alpha channel, but is not supported on ES2. If a compressed format is not supported, it will be decompressed at runtime to a format specified by the build settings, so if you choose ETC2, you can tweak it so that it's still less memory than RGBA8888.
     
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  6. TommyTheITGuy

    TommyTheITGuy

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    Are you sure that's true? https://gamedev.stackexchange.com/a/73180

    Not really an option if you want to use new Sprite Atlases with transparent sprites - there is no ETC1 option with split alpha texture.
     
  7. aleksandrk

    aleksandrk

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