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Why You Should Use Texture Formats Instead of PNGs in Game Development

By

ibobev

8mo ago· 6 min readenInsight

Summary

This article argues that shipping PNG images as textures in games is suboptimal, and advocates for using proper texture formats (like KTX or Basis Universal) instead. It explains that PNG is designed for image interchange (lossless, good compression, ubiquitous support), not for texture data which requires features like mipmaps, GPU-native compression, premultiplied alpha, and efficient random access. The author acknowledges workarounds exist but presents a better approach using texture-specific formats that improve performance, reduce memory usage, and streamline the rendering pipeline.

Key quotes

· 3 pulled
PNGs are great for interchange. They're lossless, they compress well, and support is ubiquitous.
This post isn't a criticism of PNGs–it's just that the PNG format is designed for image data, not texture data.
The goal of this post is to convince you that this is suboptimal, and walk you through a better approach.
Snippet from the RSS feed
Are you shipping textures to players as PNGs? The goal of this post is to convince you that this is suboptimal, and walk you through a better approach.

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