If you’re generating mipmaps at runtime, you can save time by using the NVIDIA Texture Tools Exporter to generate mipmaps instead. It’s even possible to load block-compressed textures faster than many other formats, as their data can be copied almost directly into GPU memory and then used from there.
Using GPU-accelerated block compression, you can reduce the size of your textures – whether it’s to make a game download faster, or to ship a title on a fewer number of disks, or to be able to fit more materials and objects into memory in a ray tracer.īut on top of that, GPUs can render from these textures while storing them compressed – meaning a ray tracer could use this to fit more textures and materials into memory, or a game engine could use this to render larger worlds than otherwise. This all-new release adds support for modern, CUDA-accelerated Texture Tools 3.0 compression (including ASTC, BC7, and BC6s), support for more than 130 DXGI and ASTC formats, linear-space, slope-space, and premultiplied alpha mipmapping, command-line and Photoshop automation, and a unified user interface. Today, we’re releasing the free NVIDIA Texture Tools Exporter, the new version of our DDS texture compression tool, available both as a standalone application and as a plugin for Adobe Photoshop.