Adaptive Scalable Texture Compression (ASTC) using the SeeMore demo

This demo takes the SeeMore demo previously developed to show OpenGL® ES 3.0 and Geomerics’ global illumination engine, Enlighten™, and uses ASTC as the primary compression format.

The benefit of ASTC is that it has many texture compression options that allow the artist to specify the desired quality and memory footprint characteristics very precisely.  In this video we show comparisons of memory usage and image quality between raw, ETC2, ASTC 5×5 and ASTC 6×6.

The overall result when textures are compressed with ASTC is an improved image quality, lower bandwidth usage and significantly reduced energy consumption.

Further information

ASTC technology
Learn more about the ASTC technology

ASTC Evaluation Codec on Github
Check out the ASTC repository on Github and try it yourself

ASTC is fully supported in Unity
See Unity's docs for more information

ASTC is also fully supported in the Unreal Engine from Epic
See Epic's docs for more information

Arm unveils details of ASTC texture compression
See blog which introduced ASTC

ASTC Texture Compression: Arm pushes the envelope in Graphics technology
Read more about ASTC in this blog

Saving System Power with Arm Multimedia IP
Learn more about system power saving techniques for the whole Arm multimedia system in this blog