FAQ - GameTechDev/Intel-Texture-Works-Plugin GitHub Wiki

Q: Will you port to X?

A: This project is for exposing the texture compression implementation of https://github.com/GameTechDev/ISPCTextureCompressor in Photoshop. Support for additional applications is outside the scope of this project.

Q: Why do We Still Need Texture Compression?

A: Demand for more realism in games via textures has increased with every new graphics hardware improvement. Effective texture memory management (compression), is still required to keep pace with this demand.


Q: How can I Minimize Artifacts/Errors?

A: Higher bit depths and/or finer (slower) compression formats (e.g. BC7 fine)


Q: Why Would I Use BCn over Lossless PNG?

A1: PNG, JPG, etc. saves disk space and transmission time over the internet but have no impact on optimizing textures for use in graphics hardware memory whatsoever

A2: BCn optimizes textures for real-time use in graphics memory and saves space on disk. However, not all applications can read/load the newer BCn compression formats - This free sample code will allow you to implement optimized BCn in your app.


Q: Once I have a .DDS with BCn What do I do With it?

A: You can assign the texture to your object in any app that supports the chosen BCn format

Q: Will you port this to X A: This project is specifically for photoshop

Q: What Game Engines Support DDS?

A1: Unreal offers BC7 as a texture compression option on build

A2: Maya 2015+ supports BC7 in Viewport2.0


Q: Is There Support for DX 11.3 and DX12?

A: Yes the newer BCn formats are supported in DX11.2 and DX12


Q: How do I Know What Compression is Best for What?

A: See Export Formats table below


Q: What are the HW requirements for BCn?

A1: Older graphics (< DX10) won't support newer BC6 and BC7

A2: Low power graphics like PowerVR don't support BC compression


Q: Is a Mac version available?

A: No, not at this time