texture compression
What is Texture Compression?
How it works
GPU texture compression vs PNG/JPEG
4 bpp, 8:1 vs RGBA8
BC1 (DXT1) footprint
4x4 to 12x12 = 8 to 0.89 bpp
ASTC block range
BC5 or EAC RG11, two channels
Normal map formats
GPU texture compression vs PNG/JPEG
GPU block compression
PNG / JPEG
Where decoded
In the GPU texture unit, per sample
On the CPU at load, then uploaded raw
VRAM footprint
4 to 8 bits per pixel, stays compressed
32 bits per pixel RGBA once decoded
Ratio
Fixed per format: BC1 8:1, BC7 4:1 vs RGBA8
Variable; saves disk and download only
Random access
Yes, fixed-size 4x4 blocks
No, whole image decode
Quality
Lossy; block artifacts on smooth gradients
PNG lossless; JPEG lossy with ringing
Mipmaps
Stored precompressed in KTX2 or DDS
Generated at load, uncompressed
In Meshy Meshy exports its PBR maps as standard PNG/JPEG inside the GLB or alongside FBX and OBJ; game engines block-compress them on import, and for the web run the GLB through gltf-transform or toktx to get KTX2 textures.
Use cases
Last updated September 14, 2026









