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castano-ludicon

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Mon, Mar 10, 2025, 5:21 PM UTC
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Recent public activity

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    Comment #47589153

    It needs to be decompressed, but it does not stay uncompressed. That memory is only used temporarily. Games usually have a pinned staging buffer to upload data to the GPU. This mem…

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    Comment #47580018

    The most immediate benefit is reduced memory use. Many devices are memory limited and with skyrocketing RAM prices this is becoming more problematic. Oversubscription drops perform…

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    Comment #47576873

    Spark supports Adreno 5xx on both GLES and Vulkan backends. Getting the codecs to work on these devices and obtaining good performance was very challenging.

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    Comment #47576790

    There are many textures that can't be encoded in advance: images compressed with transmission formats such as jpeg or avif, procedural textures, terrain splatting, user generated t…

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    Show HN: WebGPU demo compares 3D models using KTX2 vs. Spark

    Compare 3D models using traditional KTX2 textures (UASTC/ETC1S) vs AVIF + Spark to see the benefits of real-time texture compression in web apps.

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    Show HN: Real-time texture compression in Three.js

    With the latest three.js update (r180) the use of the Spark GPU codecs is now straightforward and integration into existing gltf loaders requires just one line of code. This blog p…

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    Comment #43323301

    Basis is an offline codec. Spark allows you to encode textures that are generated at runtime. This enables the use of texture compression in cases that were not possible before, fo…

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    Comment #43322861

    WebGPU is not supported yet, but HypeHype, one of our clients, has been able to use our codecs successfully under WebGPU. That said, this needs to be tested more thoroughly under a…