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KTX texture support?

Home Forums Bug Reports and Feature Requests KTX texture support?

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Viewing 10 posts - 1 through 10 (of 10 total)
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  • #40446
    precismo
    Customer

    Hi Verge!

    We and our customers are commited to keeping 3D models as little as possible so that bandwith is used efficiently and loading times are kept to minimum. There seems to be new, efficient KTX format now: https://www.khronos.org/ktx/

    It seems to be already implemented in three.js:
    https://threejs.org/examples/webgl_loader_texture_ktx.html

    May I ask when if/when this will be supported in Verge3D? It seems to be very practical feature for everyone.

    thanks a lot in advance!

    Petr from Precismo

    #40455

    Hi,
    This feature is in our TODO list, however we’d really like to see some support in the browser first (or perhaps even a hardware implementation). The decoder which is provided as a library seems to be quite slow.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #40580
    precismo
    Customer

    Thank you very much Alexander!

    #48685
    web
    Customer

    Pushing that topic.
    I’ve seen that KTX is listed as supported on that page:
    https://www.soft8soft.com/docs/manual/en/introduction/Features.html

    But it seems that you have to manually add the modules. Just using the v3d.ImageLoader() and loading “ktx2” files doesnt seem to work.

    #50234
    precismo
    Customer

    Thank you mr. web!

    I do not have access to Verge source codes, meaning Im using uglified/minimised version of source code (but v3D object seems to be accesible Three.js implementation).

    – Is it somehow possible to inject KTX loader to Verge on the fly?
    – Is there any support for KTX export in Blender, ideally inside Verge plugin?

    thank you very much in advance,

    Petr from Precismo

    #50257

    please check out the 4.0 preview build (unstable) which goes with built-in KTX texture compression

    Chief 3D Verger | LinkedIn | Twitter

    #52517
    nooki
    Participant

    I tested the 4.0 preview export with enabled texture compression on the “Damaged Helmet” asset (https://sketchfab.com/theblueturtle_)

    texture compression off: 3.84 mb
    texture compression on: 15.1 mb

    Question: I’m not familiar with the ktx2 format yet, I’ve read that it can be loaded faster from the graphics card and requires less gpu memory. On the other hand, in this case the filesize is ~4 times the size of the uncompressed version. Is this the expected behavior?

    Reading the examples it makes it look like the file size will also get smaller using this compression
    https://www.khronos.org/assets/uploads/apis/2021-ktx-comparing-ktx-with-basis-universal-to-image-formats-sml_2.jpg

    #52564

    Hi, compression can produce bigger files (especially ASTC kind). The idea of it is to reduce GPU memory consumption and improve performance. Try to switch compression type to ETC1 or, if the texture size is more important, switch back to JPG/PNG.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #52597
    nooki
    Participant

    Hi alexander,
    thanks for your answer!
    What’s the recommended workflow for this? Is there an option to switch to ETC1 when exporting the file? In Blender, there is only a checkbox “compress texture”.

    #53342

    Hi, see here for more info on tweaking compression algorithm.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

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