Using Compressed Texture to Optimize the scene

Hi, I am using more numbers of textures in my scene. To improve the performance I would like to use KTX2 Textures. But I have zero knowledge about this kind of textures. Now I am using .png and .jpg .webp Textures. So kindly help me to use that ktx2 compressed textures. What are the step by step procedure to use it?


Thanks for your reply @sebavan . I already saw this. But I just expect a demo or playground with that. Because that documentation shared by you is not easy to understand.

Here you are:

@PirateJC might be good to review the doc page :slight_smile:


I am sure how helpful this is, but the optimization effects of KTX1/2 are limited to less GPU memory use. That may translate into less GPU memory paging, but the CPU is definitely the first place to start. Almost all scenes are not GPU bound.

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You may find gltfpack helpful: :package: gltfpack | meshoptimizer


The doc pages definitely points you to all information necessary to create .basis textures.

I’m guessing that some of the difficulty is that the current set of tools requires you to use command line tools, but they are all there.

Maybe a more in depth video walkthrough tutorial might be in order to walk through all of the tools and how to use them.


So, in your point of view, the KTX compressed textures will boost up the performance of the webgl scene or not? @JCPalmer

Related to improving cpu, ktx is practically nothing. Merging static meshes of the same material is the absolute biggest thing to do. BJS also has things β€œon” by default, which are good to turn off when not needed. Like freezing world matrices, ability to click a mesh. These along with other cpu stuff can actually move the needle.

Compressed textures I have not found to much of anything. This might help with small mobile devices, but not the first thing to do. Profiling will be a much better use of your time.