The demonstration shows 3D texture compression both in LDR and HDR formats. The particle and smoke systems run entirely on the GPU using transform feedback and instancing.
Note how the textures go from ~90MB when uncompressed to ~6MB when compressed using the ASTC 3x3x3 format, ~3MB with ASTC 4x4x4 and only ~1.5MB with ASTC 5x5x5. The positive side effect of texture compression is a significant reduction in power/energy savings as there is less data to use up bandwidth between memory and the GPU (~700MB/s when uncompressed down to ~160MB/s when compressed).
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