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@@ -52,7 +52,7 @@ Many variations and optimizations of this basic idea are possible. *Now shader e
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The deblocking shader itself can be put inside a dynamic `if` conditional, so the extra ALU/texture ops only kick in near block edges (which are the minority of samples at ASTC 12x12). The extra sample taps are spatially always near the center sample, so they'll hit the texture cache most of the time. In texture bandwidth bound rendering scenarios (quite common on mobile platforms), the extra ALU ops for deblocking likely come for "free".
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Another perspective: The alternative to not deblocking is ~2x-8x more GPU memory bandwidth (and increased download size) to use smaller ASTC block sizes which have less noticeable block artifacts.
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*Another perspective: The alternative to not deblocking is ~2x-8x more GPU memory bandwidth (and increased download size) to use smaller ASTC block sizes which have less noticeable block artifacts.*
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