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Question by robert_carbajal_sg · Aug 10, 2017 at 11:22 PM · unity 5iostexturescompression

How do iOS devices handle unsupported texture compression algorithms?

We just switched from Unity 4.6.2 to Unity 5.5.2 and are seeing some artifacts in our game textures on iOS. PVRTC seems to be the recommended algorithm for best iOS device compatibility, but the resulting textures look awful. Our fallback is RGBA 16, but are concerned about the performance hit that comes with it given the number of images we would need to convert. We're trying ASTC, but according to Apple, ASTC is supported only on A8 devices and newer. We've been running the game on older devices and everything still works, but I'm curious as to how it's being handled by the hardware if the compression isn't supported. Any information that anyone could provide would be greatly appreciated.

Thanks!

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