I don't know how unity handles the compression of textures so I just thought its better to ask here whether I should use PNG or JPG textures for my android game. for sprites it is obvious that I should use PNG but not very clear on 3D models.

Graphics.Blit is unity's API for copying from one texture to another. If you render your scene into a render texture (Which I assume the lightweight pipeline can do, correct me if I'm wrong), then blit that render texture using the scriptable pipeline API. Then render the render texture to the screen. And as crueltear has said save processing for another thread.


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Hello there, 

I'm developing a WebGL game and last week I've decided to use Spine for its animations. As you might know, a web-based game needs to load fast and that's why I always crunch compress my assets on Unity without any problems.... this until now that I've exported my firsts Spine animations. It doesn't matter what settings I use... when I use crunch compression on them, and even on High Quality and 100%, they look super bad, I've tried many export settings and compression methods... but I always get the same results and I lose a lot of colors.

Does anyone have an idea of how to solve or improve this? I'll post a comparison of my results between an uncompressed spine generated png and a compressed one for you to take a look.

I clearly expected the storage size not to vary much with further compression, as H.264 is a highly efficient video codec. This is the reason I always recommend my game performance students to turn off video compression.

As a side note, Unity plays videos through streaming techniques. That means the video content is not entirely loaded into memory but just a small window. I didn't test this, but I'd expect to be paying a higher CPU cost if streaming through a compressed asset bundle.

In this benchmark I'll test 3x3 variations: vorbis/pcm/adpcm + uncompressed/LZ4/LZMA. The first compression setting is an audio-specific parameter you set in the AudioClip import settings and this reflects the audio codec to use.

It looks like we've got some tasty differences, don't you agree?You can see the biggest differences both in storage and loading times in uncompressed textures (RGB32). As you would expect, compression works best with uncompressed content.

For textures, I'd suggest you to clearly go for LZ4 unless you're going for highly efficient compression modes such as ASTC. In the last case, decide whether storage size or CPU time is more important to you and go for it.

This guide explains how to do unity android texture compression as well as unity iOS texture compression and also explains other texture optimization techniques to improve unity mobile rendering performance!

Compression

This is found in the default tab and seems to be the replacement for auto compression from the older versions of Unity. I recommend keeping track of your textures and manually setting the unity texture compression where possible.

Now, I'd highly recommend enforcing vSync. Unity doesn't recommend using both vSync and Application.targetFrameRate at the same time though, as it could lead to CPU frame drift. If you'd like the full story, you can find the thread here.

Good or bad local contrast is often difficult to detect with your eye. You can improve the contrast of the image by enhancing the features' edges as demonstrated in the example below. Other general features such as organic shapes, round details, blurred, or highly compressed images often do not provide enough richness and detail to be detected and tracked properly. See Best Practices for Designing and Developing Image Targets for more information.

In the Dynamic Processing Effect, you can view the Level Meter and the Gain Reduction Meter. Level Meter shows the input level of the audio and Gain Reduction Meter shows how audio signals are compressed or expanded. These meters are visible on the right side of the graph as shown below.

Opomba: For examples of highly compressed audio, listen to recordings of modern pop music. By contrast, most jazz recordings are lightly compressed, while typical classical recordings feature no compression at all.

Sets the input level at which compression begins. The best setting depends on audio content and style. To compress only extreme peaks and retain more dynamic range, try thresholds around 5 dB below the peak input level. To highly compress audio and greatly reduce dynamic range, try settings around 15 dB below the peak input level.

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Switching to PCM, the uncompressed Compression Type, dramatically decreases the CPU use, nearly to the same level as Decompress on Load (the lowest of all the options) all while using nearly no memory.

In [3,4] an analysis is made of the flow past conical wings whose aspect ratio is of order unity. In this case the compression shock will be attached to the leading edge. In [5] a study is made of the flow past wings of small aspect ratio which diminishes along with the small parametertag_hash_109 in such a way that the wing half-apex angle has the same order of magnitude as the Mach cone angle within the compressed layer. be457b7860

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