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Question by harschell · Oct 09, 2013 at 07:29 AM · androidcompressionpvrtc

Generalise Texture Compression for Android Phones

Hello folks,

I have a question about texture compression for the Android platform. Since there is no standard hardware for the Android phone I am not sure what the best approach is for compressing textures. There are lots of them available but I wanted to know is there anything that will help us to use say only one type of compression for almost all the devices? however I know its quite difficult or even not possible! I'm not sure whether DXT, PVRTC, ATC, ETC1, ETC2 one of them will work on all android phones.? also physical size is concerned because total size goes over 75 MB, and if some atlases compressed by using PVRTC it goes to 43 MB, but hits performance, it increases levels loading time :( . Any help will be appreciated :)

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avatar image antony francis · Aug 24, 2015 at 02:37 PM 0
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hello, my doubt is that, what happen if i choose none in the texture compression in unity build settings in android.what should i generally use when i am publishing in google play.

thanks in advance!!!!

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Answer by DarkPixel · Oct 09, 2013 at 12:59 PM

ECT1 is guarantee to work on any device. The main problem is that it doesn't not supported alpha channel. So you need to create an Alpha8 texture if you have alpha in your texture.

You can choose other format, but you need to upload multiple APK on the Google Play Store.

Good post on StackOverflow

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avatar image harschell · Oct 10, 2013 at 09:43 AM 0
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What about DXT? well I've alpha in my textuters...

avatar image meat5000 ♦ · Oct 10, 2013 at 09:48 AM 2
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ETC also doesn't do non square textures on Android.

Texture support on Android depends on the GPU in the device.

ETC as Recommended Texture Compression

Although Unity Android does support DXT/PVRTC/ATC textures, Unity will decompress the textures into RGB(A) format at runtime if those compression methods are not supported by the particular device in use. This could have an impact on the GPU rendering speed and it is recommended to use the ETC format ins$$anonymous$$d. ETC is the de facto standard compression format on Android, and should be supported on all post 2.0 devices. However, ETC does not support an alpha channel and RGBA 16-bit will sometimes be the best trade-off between size, quality and rendering speed where alpha is required.

It is also possible to create separate android distribution archives (.apk) for each of the DXT/PVRTC/ATC formats, and let the Android $$anonymous$$arket's filtering system select the correct archives for different devices (see Publishing Builds for Android).

Further Reading - GPU These are the popular mobile architectures

avatar image harschell · Oct 10, 2013 at 09:52 AM 0
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for me DXT (with alpha) looks good... it also reduces the size of game...

avatar image meat5000 ♦ · Oct 10, 2013 at 10:16 AM 0
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I don't see game size as a limitation. You are allowed 2GB on the Play store.

avatar image DarkPixel · Oct 10, 2013 at 11:56 AM 0
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On Google Play the maximum AP$$anonymous$$ size you can upload is 50mo, but you can download "expension AP$$anonymous$$" after that. I'm not sure how Unity handle that.

DXT is a really good format but I'm not sure the percentage of the device that supported it.

Personnally, for the Live Wallpaper I release on Android (not with Unity), I used ETC1 texture with an alpha texture 50% of the width/height in grayscale format (8bpp)

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Answer by liju · Nov 26, 2015 at 11:42 AM

Unity Android Texture Compression

ETC as Recommended Texture Compression, not support alpha channels. In DXT format Alpha channel is very good

In My game using ETC2

*this information based on my game , may vary for other games

 File Size(KB)   Format            Supporting Devices    Alpha Channels
 21843            ASTC                 1242                Good
 22759            ATC                  3144                Good
 22860            DXT                   992                Very Good
 23021            ETC2                10271                Average
 31598            Don’t Override      10271                Poor    
 31598            ETC1                10248                Bad
 35933            PVRTC                2473                Bad

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avatar image pweeks · Jan 15, 2016 at 06:03 PM 0
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where did you get the "supporting devices" information?

avatar image liju pweeks · Jan 19, 2016 at 03:50 AM 0
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i made this chart from my game . i build games in all format and try to upload in google play store , that time i got this information

avatar image pweeks liju · Jan 25, 2016 at 04:43 PM 0
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i only asked because your #s are low for atc/dxt/pvrtc (the three major gpus) and your etc2 number is too high...it's as high as "don't override" and higher than etc1...no way do all android devices support etc2...must be error in your manifest...

avatar image xxhaissamxx · Dec 25, 2016 at 06:00 PM 0
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Any update ?

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