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New High Quality GPU Compression Codec Going Open-Source In The Coming Days

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  • #11
    Originally posted by NotMine999 View Post
    I feel a new W3 standard coming up...

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    • #12
      Binomials' 'Basis' (as currently published so far) is just a clever intermediate compressed format, that is computationally fast to transcode to a small variety of existing 'GPU native' compressed formats.

      A transcoder takes advantage of overlap in image compression techniques of different compression schemes. For example, the artifacts one typically sees in JPEGs is due to block compression. Because JPEG compresses blocks of pixels, like S3TC (aka DXT1-5 or BC1-3), some browsers transcode JPEG images to DXT1 with minimal additional quality loss (due to re-compression) for WebGL (iirc Firefox does this). And it also improves conversion speed because the block color range is already simplified (constrained) due to prior lossy compression, and thus certain operations and computations can be effectively skipped.

      I think Rich's idea with Basis is:
      1) create an interface analogous to what SPIRV is to the various shader programming languages, but for compressed texture storage
      2) make things easier on developers (improved asset compatibility, less cross platform/vendor related headaches)
      3) reduced on-disk storage, faster realtime compressed texture uploads/streaming, and reduced networked bandwidth (e.g. WebGL)
      4) allow hardware vendors to optimize to their own favourite compression scheme, while still supporting a common vendor agnostic storage format+interface

      In other words, with it becoming fully open source it is a win-win situation for all involved. But only if adopted by all platforms and vendors, otherwise it will indeed be the XKCD scenario.
      Last edited by Remdul; 09 March 2020, 06:43 PM.

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      • #13
        It looked interesting, till the stupid
        we're sending you literally 15+ years ahead in time

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        • #14
          Originally posted by Remdul View Post
          Binomials' 'Basis' (as currently published so far) is just a clever intermediate compressed format, that is computationally fast to transcode to a small variety of existing 'GPU native' compressed formats.

          In other words, with it becoming fully open source it is a win-win situation for all involved. But only if adopted by all platforms and vendors, otherwise it will indeed be the XKCD scenario.
          The article isn't about basis though? It's hinting about a new 'GPU native' compressed format isn't?

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          • #15
            Originally posted by tuxd3v View Post
            And also why even in old pcie slots you notice less the efects of bandwith Limitation( because of compression.. )..
            I think that had a lot more to do with tessellation, but perhaps less dependency on bus bandwidth also arose from less reliance on static textures and more use of shaders.

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            • #16
              Originally posted by profoundWHALE View Post
              Textures are images and videos are images so it could still be applicable.
              Sure, it could be applied to video, but wouldn't be as efficient as a purpose-built video codec.

              Originally posted by profoundWHALE View Post
              This is a big deal because texture compression is one of the reasons why Nvidia generally has better memory performance than AMD.
              As polarathene said, this doesn't help with rendering performance. Once the texture is copied into GPU memory, they decompress it to a format natively supported by the GPU's hardware. Or, at least, that's what Basis seems to do.

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              • #17
                Originally posted by pipe13 View Post

                I feel a new W3 standard coming up...
                W3 is actually very helpful, as it's unifying web languages / browsers,...

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                • #18
                  Originally posted by profoundWHALE View Post
                  Textures are images and videos are images so it could still be applicable. Anyways...
                  This is a big deal because texture compression is one of the reasons why Nvidia generally has better memory performance than AMD.
                  Originally posted by tuxd3v View Post
                  And also why even in old pcie slots you notice less the efects of bandwith Limitation( because of compression.. )..
                  Wait, what? This doesn't make sense. Compression helps when you're bandwidth constrained. So if a faster PCI-E does not result in much performance improvement, then bus bandwidth is not a bottleneck. If bus bandwidth isn't a bottleneck, then why would one vendor's (Nvidia) compression produce a different performance result than a different vendor's (AMD) compression? This does not compute.

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                  • #19
                    Originally posted by torsionbar28 View Post

                    Wait, what? This doesn't make sense. Compression helps when you're bandwidth constrained.
                    I think you replied to your own question..

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                    • #20
                      Originally posted by tuxd3v View Post
                      I think you replied to your own question..
                      Banana. Screwdriver. Tea pot.
                      Last edited by torsionbar28; 11 March 2020, 12:10 PM.

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