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Physical media space and network bandwidths are precious resources. This upcoming GDC talk will tell you about the basics of texture supercompression, the design tradeoffs, and open problems. The talk will be based on the techniques used to ship ‘Call of Duty: WWII’ and ‘Call of Duty: Black Ops IIII’.
As part of GDC 2019’s Programming talks, Activision Central Technology technical director Angelo Pesce will host “Texture Supercompression in ‘Call of Duty’ and Beyond,” a talk about the basics of texture supercompression, the design tradeoffs, and the open problems.
The developer want to inspire other artists to go back to your own projects and start experimenting with your BCT blocks to reduce texture asset size. He will provide practical techniques and suggestions to let everyone start writing small supercompression experiments on their own.
You can learn more here. Let us know if you’re coming to this year’s event.