Understanding buffer packing

Due to device thermal limits and energy intensive Double Data Rate (DDR) accesses, one of the biggest limitations of mobile graphics is the amount of memory bandwidth that is available for applications to use.

The use of API-visible lossy texture compression formats, such as Arm’s Adaptive Scalable Texture Compression (ASTC), are key bandwidth saving techniques. But it is also important that model vertex data storage in applications is optimized.

Data storage for geometry data is commonly over 64 _bytes_ per vertex, compared to 4 _bits_ per texel for Ericsson Texture Compression 2 (ETC2). Therefore, any inefficiencies in buffer storage quickly accumulates into significant bandwidth consumption at the system level.

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