Coming from the PC world, DDS (directx compressed textures) was a great tool to improve performance of rendering,loading and minimizing file size of textures, and it was a magic solution for games that used lots and lots of textures. That being said I’m not aware of PVRTC problems, but was assuming it had similar benefits. As I said the Android market is fragmented and it isn’t a good solution there, but there are those of us that want to release iOS only titles.
About image quality, it depends on how you use textures. Some would rather have a higher res image with artifacts than a low res one and vice versa, it’s subjective
I know not everyone is aware of the power of 2 texture issue, but it’s good to bring that up. I keep my textures as tight as possible to that format.
Anyways, it’s good to have this discussed, I’m hoping someone with PVRTC experience in here can shed more light on the issue. I still think it would be a great feature as all the iOS devices support it under 4.3 and up and we want our apps to look as good as possible and that means using lots of textures. Weather the current memory for textures is enough or not enough for most ppl is subjective.
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