ETC2 Standard OpenGL ES 30 and Vulkan texture compression format supporting R RG RGB and RGBA component layouts as well as sRGB texture data.
What is the best texture format. It adds an incredible level of detail to each of the textures in the game and makes the vanilla blocks of Minecraft come to life. ASTC - Texture compression format supported in OpenGL ES 30 and later and Vulkan that allows compression to use a variable block size. It is for RGBA 16 24 or 32bits textures.
You should save a copy of the texture file as a JPEG. The GPU loads and renders a texture quicker and with less memory than if it were using an array of RGBA values in memory. The only hardware compression most cards support is the DDS file format DXT1-5 these arent the best compression formats in the world but they do cut back on video mem and can be edited in photoshop with the correct plugin.
The idea behind mipmaps should be easy to understand. PNG format for raw texture. If you like to stay true to the vanilla textures of Minecraft and would only like a small realistic upgrade then the Clarity Resource Pack is perfect for you.
Adreno GPUs support both HDR and LDR profiles for ASTC. Saxony is another type of cut loop carpet that features longer pile lengths making it deep and soft. A list of available depth buffer formats is here.
Albedo Roughness Normal etc. Im doing this huge project where i have a massive amount of pieces of geometry all with quite a lot of textures coming from substance painter. If its for a backdrop then JPEG - keeps the memory use down as far as possible.
I think tga or targa one is the best for texture if you dont use procedural one it have alpha channel which let you more layers of textures over jpeg but i never tried png that have alpha channel too. OS X Linux Windows Tegra DDS format for ATC textures Andreno GPUs PVR format for PVRT format PowerVR GPUs PKM format for ETC1 texture All OGLES 20 devices compatibles At Last we use raw format for compatibility but thats for compatibility or GUI elements. OpenGL is then able to sample the correct texels and theres less cache memory involved when sampling that part of the mipmaps.