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Hardware Image Compression

by luu on 3/28/2026, 6:58:13 PM

https://www.ludicon.com/castano/blog/2026/03/hardware-image-compression/

Comments

by: e7h4nz

The irony of hardware image compression is that the devices that need it most are typically older, bandwidth-constrained SoCs. However, these are precisely the devices that do not support modern formats.<p>Technologies like ARM AFRC and PVRIC4 can only be used on modern flagship devices. Since flagship memory bandwidth isn&#x27;t particularly strained to begin with, we end up spending a massive amount of effort on optimizations that only benefit a fraction of users. In most cases, teams are simply unwilling to pay that development cost.<p>The driver behavior of PVRIC4 perfectly encapsulates the current state of mobile GPU development: 1. The API promises support for flexible compression ratios. 2. The driver silently ignores your request and defaults to 1:2 regardless. 3. You only discover this because a PowerVR developer quietly confirmed it in a random comment section.<p>This is a microcosm of the &quot;texture compression hell&quot; we face. Beyond the mess of format fragmentation, even the driver layer is now fragmented. You can&#x27;t trust the hardware, and you can&#x27;t trust the software.<p>While the test results for ARM AFRC are genuinely impressive—it&#x27;s not easy to outperform a software encoder in terms of quality—it remains problematic. As long as you cannot guarantee consistent behavior for a single codebase across different vendors, real-time CPU and GPU encoders remain the only pragmatic choice.<p>For now, hardware compression encoders are just &quot;nice-to-haves&quot; rather than reliable infrastructure. I am curious if anyone has used AFRC in a production environment? If so, I’d love to know how your fallback strategy was designed.

3/30/2026, 6:06:20 AM


by: canpan

Wasn&#x27;t there also patent issues with early texture compression schemes? DXT1? Adding a delay of 20 or so years.

3/30/2026, 11:00:32 AM


by: cubefox

Unfortunately the article mentions nowhere why a GPU would ever need to <i>compress</i> (rather than decompress) images. What&#x27;s the application for that? In the beginning the article mentions formats for computer game textures, but I&#x27;m pretty sure those already ship compressed, and they only need to be decompressed by the client GPUs.

3/30/2026, 10:59:45 AM


by: jauntywundrkind

I feel like it&#x27;s a pretty weird omission taht basis_universal isn&#x27;t mentioned at all? Can also target Khronos&#x27;s ktx2 too. <a href="https:&#x2F;&#x2F;github.com&#x2F;BinomialLLC&#x2F;basis_universal" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;BinomialLLC&#x2F;basis_universal</a>

3/29/2026, 5:47:21 AM