ASTC format overview

Adaptive Scalable Texture Compression (ASTC) is an advanced lossy texture compression technology developed by Arm and AMD. Khronos has adopted ASTC as an official extension to the OpenGL and OpenGL ES APIs, and as a standard optional feature for the Vulkan API.

ASTC has the following advantages over older texture compression formats:

Format flexibility
ASTC can compress between one and four channels of data, including one non-correlated channel like RGB+A (correlated RGB, non-correlated alpha).
Bit rate flexibility
ASTC provides a wide choice of bit rates when compressing images, between 0.89 bits and 8 bits per texel (bpt). The bit rate choice is independent of the color format choice.
Advanced format support
ASTC can compress images in either Low Dynamic Range (LDR), LDR sRGB, or High Dynamic Range (HDR) color spaces. ASTC can also compress 3D volumetric textures.
Improved image quality
Despite the high degree of format flexibility, ASTC outperforms nearly all legacy texture compression formats on image quality at equivalent bit rates. Examples of legacy texture compression formats that ASTC outperforms include ETC2, PVRCT, and the BC formats.

Bitrates below 1bpp are achieved by using a system of variable block sizes. Most block-based texture compression methods have a single fixed block size. By contrast, ASTC can store an image with a regular grid of blocks of any size from 4x4 to 12x12, including non-square block sizes. ASTC can also store 3D textures, with block sizes ranging from 3x3x3 to 6x6x6.

Before the creation of ASTC, the available texture compression formats supported relatively few combinations of color format and bit rate, as shown in the following diagram:

The situation is even worse than this diagram shows. Many formats are either proprietary or not available on some operating systems, so any single platform has very limited compression choices.

This situation makes developing content which is portable across multiple platforms difficult. Assets might need to be compressed differently for each platform. Each asset pack might need to use different levels of compression, and might have no compression on some platforms. This would leave either some image quality, or some memory bandwidth efficiency, untapped.

A better way was needed. The Khronos group requested proposals for a new compression algorithm to be adopted, like the earlier ETC algorithm was adopted for OpenGL ES. ASTC was the result, developed by Arm and AMD, and has been adopted as an official algorithm for OpenGL, OpenGL ES, and Vulkan. ASTC achieves almost complete coverage of the desirable format matrix, with a wide choice of bitrates available for content creators. The following diagram shows the available formats and bitrates:

Previous Next