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Geometry compression quality

Discussion in 'Wish List' started by naxel, Apr 5, 2013.

  1. naxel

    naxel

    Joined:
    Sep 12, 2012
    Posts:
    14
    I want to use geometry compression to save memory for some of my models. But when I select the 'Low' compression level I get unpleasant look of my models (especially on reflections and specular). Short investigation lead me to conclusion that problem is with normals which takes only 8-bit per component.
    I see 3 solutions of these problem:
    1) Leave old quantization algorithm but use 16-bit per component on 'Low' compression
    *2) Leave 8-bit per component but improve quantization algorithm using technique presented in http://crytek.com/download/AdvRTRend_crytek.ppt, in chapter 'Normals precision for shading'. As all your shaders have automatically inserted normalize normals in vertex shader this technique will work seamlessly by the end user.
    3) Give user better control on compression, e.g. select appropriate formats for different vertex attributes.

    The second solution is preferred as it's relatively simple and shouldn't broke anything (unless glsl_no_autonormalize_normals is used).