I’m excited to announce that Spark 1.2 is finally out!
Spark is the go-to solution for real-time GPU texture compression, offering high-performance codecs that deliver high-quality results at real-time speeds. It enables developers to efficiently compress textures directly on the GPU, reducing memory usage and improving rendering performance across a wide range of platforms.
With Spark 1.2, I’ve taken things even further with major optimizations, new compression formats, and expanded platform support:
- Major optimizations:
f16
vectorization of all codecs and improved performance on all devices, but especially Bifrost GPUs, and a much faster EAC codec. - New formats: including an improved BC3-YCoCg codec, HDR (RGBM) support, a real-time ETC2 codec that matches the quality of offline codecs, support for larger block sizes starting with ASTC 6×6, and a new type of codec optimized for transcoding applications.
- New platform support: Extended compatibility to Android TV and consoles.
For these release notes, I’m trying a slightly different format. Instead of just sharing the highlights on social media, I’m using my blog to provide a more personal and in depth update. I’m afraid I will have to keep some of the specifics under wraps, so I won’t be sharing as much implementation details as in my typical blog posts, but I hope I can offer enough insight to satisfy my regular audience. If you are interested, read on!
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