native support for *.BASIS texture compression, because:
it works on all platforms, it is small like JPEG, loads faster and uses less GPU memory.
It is Open Source and Free.
It based on ETC1 and the libs are in C++ and transcode the image at runtime into a GPU format, that the GPU could understand. Works on Raspberry Pi, on OUYA, Android with OpenGL ES 2.0, and up. Works on DirectX, Linux, Mac and so on.
https://github.com/BinomialLLC/basis_universalWe would all benefit from that. no native DDS / DXT needed. It is also compatible with low-end divices.
Creating *.BASIS files could be easily integrated in AGK2 or Studio. It also would be compatible with the Vulkan renderer. And with texture compression, it would be possible to layer more textures at the same time for higher quality visuals.
And it is supported by the Khronos-Group and could be implemented into WebGL. There are examples for that as well. So it would be HTML5 compatible and is supported by Google in Chrome at this moment.
https://opensource.googleblog.com/2019/05/google-and-binomial-partner-to-open.htmlWe are talking about a compression of 20:1 (like JPEG in size) from the RAW RGB Bitmap. And in memory about 6:1 to 8:1. No JPEG or slow PNG decompression needed. Visual artefacts in comparism at the same level of JPEG. Depends on source.