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Texture compression for iOS : A case study

Due to limited hardware, effectively using the available resources is crucial for mobile games. Texture compression is a fundamental technique in game development to reduce the demand of memory and bandwidth usage. This thesis evaluates JPEG, PVRTC and uncompressed PVR with emphasis on loading time, memory footprint, application size and visual quality. The goal of this case study is to find the most suitable compression technique for a specific game. A variant of uncompressed PVR, RGBA4444, was found to be the best technique to use in this case. It was also concluded that JPEG compression in general is a bad choice for games due to the lack of an alpha channel. Severe visual artifacts were noticed on frame-by-frame animation when using PVRTC. It is therefore interesting to investigate other animation techniques, such as skeletal animation, in combination with texture compression, to avoid such artifacts.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:his-8179
Date January 2013
CreatorsNylander, Jonathan
PublisherHögskolan i Skövde, Institutionen för kommunikation och information
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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