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Question by Abacab · May 06, 2015 at 05:46 PM · c#iphoneprofilerpvrtc

Could Someone Explain PVRTC

Hello!

How exactly does PVRTC work? Does it automatically compress all textures or does their size have to be exactly something?

I am experiencing lag spikes between scenes caused by Texture.IntegrateLoadedImmediately.

Thanks a lot in advance!

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avatar image Abacab · May 07, 2015 at 11:40 AM 0
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Does anybody have an answer for me?

avatar image screenname_taken · May 07, 2015 at 12:28 PM 1
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It's just a compressed file format. If it needs to load stuff up, perhaps your textures are too big and you are running out of RA$$anonymous$$. Also, the texture can't be any resolution you like, it has to be a power of two size like 256*256, 512*512 and the like. But that is a general limitation of the hardware GPU supported file formats.

avatar image Prasanna · May 07, 2015 at 12:57 PM 1
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This link will help you know about the PVRTC.

avatar image Dave29483 · May 11, 2015 at 07:07 AM 1
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If compression is enabled for any particular texture and if you are building for a PVRTC supported platform. $$anonymous$$g iOS.

avatar image Dave29483 · May 11, 2015 at 07:14 AM 1
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It means Power of Two. This means your texture is either not one of the above mentioned sizes, or that it is not square. PVRTC also only works with square textures.

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