I’m not on the right machine with nvcompress today, but tomorrow. I’ve some DDS inside .jar of Package crytek_sponza2 - davidb but I don’t know if there are alpha (seems to used mask instead).
nvidia and amd never thought that we might use this kinda of resolutions, and also kindly forgot to put in outofrange checks (noone will ever reach a 4k texture anyways lololololo) So basically how any crappy tool is created
Can you send me your 8k texture, to see if it works if I throw it trough my tool?
If it does, I might consider refactoring my project and making the converter part an external library on github.
Hm, except the blue dots in the background it looks (pretty) identical for me.
anyway dds compression is creating a little 2x2 artifact pattern, because it is not lossless.
Is this with both outputs the same? One was prescaled the other was scalled internally.
Click the image to view the unscaled version. Check for example the helmet feathers, which show sharp reflections on the original and blurred reflections on the compressed version.
EDIT added for clarification:
EDIT: Screenshot with the gimp+geforce combo and let you know.
Just on a side note: 8k textures are completely unsupported by some GPUs that are currently still in use.
IIRC then the first gen intel i3 integrated GPUs are also affected.
Using 4k x 4k textures is very safe though.
Probably safer to check GL_MAX_3D_TEXTURE_SIZE before loading the 8k texture.
I’ve posted the updated screenshot a few posts above. So, there IS some compression and quality degradation with GIMP (reduced palette and 2x2 artifacts), but is less noticeable than the one used by @Empire_Phoenix (but is less compatible!)