Crash for small compressed texture on some Android device

本文探讨了在Unity中使用4x4大小纹理时遇到的性能问题,包括Android设备上的伪影和帧率下降。作者尝试了不同的纹理压缩方法,发现使用真彩色小纹理可以避免这些问题,表明纹理压缩可能受硬件限制。Unity提供的压缩方法在不同设备上支持程度不一,建议使用真彩色以确保跨设备兼容性和性能。

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I created a full white texture with 4x4 size. Unity requires that compressed texture size should be at least 4x4. This will cause some artifact on some Android device, and the frame rate was very slow.

Later I tried to make true color for this small texture. This time no artifact and no frame rate slow problem.

I think the texture compression is hardware bind. Althought Unity provide some compression methods, not all of them could be supported well by various of devices.

Different devices may have different requirement even for the same compression. The most safe way is use true color for them.

转载于:https://www.cnblogs.com/open-coder/p/4245562.html

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