To find out which texture formats to use in my next mobile game I performed raw texturing tests with the latest PowerVR GPUs (series 6).
I came to the conclusion that the support of ETC2/EAC textures (required in OpenGL ES 3.x) is somehow limited
PVRTC textures perform much better. I tested only 4bit vs 4bit per pixel formats. Could it be that ETC2 textures are uncompressed in the GPUs texture caches or have other limitations along the way?
No need to apologise
[blockquote]I’ve only tested 4bit ETC (GL_ETC1_RGB8_OES) vs 4bit PVRTC (GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG) without alpha so far.
Performance wise they should be equal (only speed not quality)?
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In that case I would think performance should be the same. Although I’m more familiar with the PVRTC HW, to my knowledge, both should deliver the same rate of decompressed texels to the texture unit and consume approximately the same external bandwidth.
@Joe : Would I be right in assuming the memory layout for ETC* is in either a Morton-like or Tiled order?
[blockquote]@Joe : Would I be right in assuming the memory layout for ETC* is in either a Morton-like or Tiled order?[/blockquote]
I suspect it’s up to the driver to optimize the memory layout during upload, but I’d need to check.
Can you share your ETC vs. PVRTC benchmark with us to investigate the performance delta?