From fdf23389036eeb2192089c446d8d126354832d1d Mon Sep 17 00:00:00 2001 From: Rich Geldreich Date: Mon, 20 May 2019 10:58:32 -0700 Subject: [PATCH] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 90c8fb6..56e6ed4 100644 --- a/README.md +++ b/README.md @@ -5,7 +5,7 @@ Basis Universal is a ["supercompressed"](http://gamma.cs.unc.edu/GST/gst.pdf) GP The compressor is able to exploit color and pattern correlations across the entire file, so multiple images with mipmaps can be stored very efficiently in a single file. For video, the system is able to entirely skip blocks which don't change from the previous frame, which can be very effective on videos with mostly static backgrounds. -The system's bitrate depends on the quality setting and image content, but common usable bitrates are .3-1.25 bits/texel. .basis files are typically 10-25% smaller than using RDO texture compression of the internal texture data stored in the .basis file followed by LZMA. For video, the average bitrate will highly depend on how dynamic the content is, but we usually get around .3-.5 bits/texel on average across long video sequences. (This is roughly comparable to the bitrate of MPEG 1, although we output ETC1S etc. texture data so our PSNR will be lower.) The current system is what we've been calling the "baseline" system, which is designed to reach all the GPU formats. The next major step is to extend the system to allow for much higher quality for the ASTC and BC7 texture formats. +The system's bitrate depends on the quality setting and image content, but common usable bitrates are .3-1.25 bits/texel. Plain texture (non-video) .basis files are typically 10-25% smaller than using RDO texture compression of the internal texture data stored in the .basis file followed by LZMA. For video, the average bitrate will highly depend on how dynamic the content is, but we usually get around .3-.5 bits/texel on average across long video sequences. (This is roughly comparable to the bitrate of MPEG 1, although we output ETC1S etc. texture data so our PSNR will be lower.) The current system is what we've been calling the "baseline" system, which is designed to reach all the GPU formats. The next major step is to extend the system to allow for much higher quality for the ASTC and BC7 texture formats. The transcoder has been fuzz tested using [zzuf](https://www.linux.com/news/fuzz-testing-zzuf).