Nvidia photoshop dds plugin

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But mipmap use is highly encouraged, both for performance and image quality reasons. Not much to explain, you either generate mipmaps or not. DXT has a lot of compression artefacts in direct comparison, but with high-res texturing, it's basically not noticeable at normal zoom levels. Quality difference is also debatable, unless you're going to spend your time looking at every single rivet from up close. DXT on the other hand is directly readable by the GPU and thus works much faster. It also requires some more realtime processing and might cripple the performance.

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It'll also look better (who would have thought uncompressed texture will look better than compressed, right?) but at the cost of MUCH larger file footprint. You might want to use it when saving the texture temporarily (for modelviewer check.), since it's saves much quicker or for saving normal maps, which you shouldn't compress with DXT. There's also a 8.8.8.8 ARGB and 8.8.8 RGB uncompressed setting. There's no color quality difference between DXT1 and 5, only difference is the alpha!!! Use this for images with no alpha channel.ĭXT1a = same as DXT1, except with 1bit alpha.ĭXT5 = used for images with smooth alpha (256 colors). If there was a best setting, then there wouldn't be a need for any of those buttons, right? )ĭXT1 = your standard DXT compression. There's really not that much to set, so I'll give you some explanation of what you might want to use.

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