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author | Rémi Verschelde <remi@verschelde.fr> | 2024-08-21 06:38:03 +0200 |
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committer | GitHub <noreply@github.com> | 2024-08-21 06:38:03 +0200 |
commit | 4b8946102bc05e3d143d6674cfef634103db08b9 (patch) | |
tree | 28a1a37b543ba844a85836e28f45615a0b3d0b89 /doc | |
parent | 62de80d6138c09cb2c4c66d0b963820f95ad1f21 (diff) | |
parent | 394ea653aacd131c234596299ebf79a52580c9b9 (diff) | |
download | redot-engine-4b8946102bc05e3d143d6674cfef634103db08b9.tar.gz |
Merge pull request #91535 from BlueCube3310/betsy-bc6h
Add Betsy to speed up BC6 compression
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 34c41195af..252574c419 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2891,6 +2891,11 @@ <member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. </member> + <member name="rendering/textures/vram_compression/compress_with_gpu" type="bool" setter="" getter="" default="true"> + If [code]true[/code], the texture importer will utilize the GPU for compressing textures, which makes large textures import significantly faster. + [b]Note:[/b] This setting requires either Vulkan or D3D12 available as a rendering backend. + [b]Note:[/b] Currently this only affects BC6H compression, which is used on Desktop and Console for HDR images. + </member> <member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4×4 block size). [b]Note:[/b] This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to [code]false[/code]. |