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According to docs: https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_images.html A third option Normal Map (RG Channels) is only available in layered textures ([Cubemap](https://docs.godotengine.org/en/stable/classes/class_cubemap.html#class-cubemap), [CubemapArray](https://docs.godotengine.org/en/stable/classes/class_cubemaparray.html#class-cubemaparray), [Texture2DArray](https://docs.godotengine.org/en/stable/classes/class_texture2darray.html#class-texture2darray) and [Texture3D](https://docs.godotengine.org/en/stable/classes/class_texture3d.html#class-texture3d)). This forces all layers from the texture to be imported with the RG color format to reduce memory usage, with only the red and green channels preserved. This only has an effect on textures with the VRAM Compressed or Basis Universal compression modes.
It says memory usage will be reduced. However, this doesn't appear to have any difference because the Memory value shown does not change:
RG:
RGBA:
I would expect it to display a lower value.
Steps to reproduce
Import any layered texture and change the compression to Basis Universal, then set the channel pack to RG mode. Notice that changing the channel back makes no difference in the memory size.
Minimal reproduction project (MRP)
n/a
The text was updated successfully, but these errors were encountered:
This is what I am seeing under Compress > Normal Map
In the example below, the normal map with RGTC compression is able to preserve its detail much better, while using the same amount of memory as a standard RGBA VRAM-compressed texture:
Which is accurate. RGTC takes the same amount of space as the other compressed options
Edit: Oh I see, this is under Compress > Channel Pack not "Normal Map". It should be clarified to specify that it increases quality at the same memory usage rather than saying it decreases memory usage
Tested versions
Godot v4.4.dev7
System information
Godot v4.4.dev7 - Windows 10 (build 19045) - Single-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 4050 Laptop GPU (NVIDIA; 32.0.15.6070) - 13th Gen Intel(R) Core(TM) i5-13500HX (20 threads)
Issue description
According to docs:
https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_images.html
A third option Normal Map (RG Channels) is only available in layered textures ([Cubemap](https://docs.godotengine.org/en/stable/classes/class_cubemap.html#class-cubemap), [CubemapArray](https://docs.godotengine.org/en/stable/classes/class_cubemaparray.html#class-cubemaparray), [Texture2DArray](https://docs.godotengine.org/en/stable/classes/class_texture2darray.html#class-texture2darray) and [Texture3D](https://docs.godotengine.org/en/stable/classes/class_texture3d.html#class-texture3d)). This forces all layers from the texture to be imported with the RG color format to reduce memory usage, with only the red and green channels preserved. This only has an effect on textures with the VRAM Compressed or Basis Universal compression modes.
It says memory usage will be reduced. However, this doesn't appear to have any difference because the Memory value shown does not change:
RG:
RGBA:
I would expect it to display a lower value.
Steps to reproduce
Import any layered texture and change the compression to Basis Universal, then set the channel pack to RG mode. Notice that changing the channel back makes no difference in the memory size.
Minimal reproduction project (MRP)
n/a
The text was updated successfully, but these errors were encountered: