▲ | masonremaley 3 days ago | |||||||
Good question. I don’t have any authored SDF content right now so take this with a grain of salt, but my thoughts are: 1. Fonts are a very small percent of most games’ storage and frame time, so there’s less motivation to compress them than other textures 2. Every pixel in a font is pretty intentional (unlike in, say, a brick texture) so I’d be hesitant to do anything lossy to it I suspect that a single channel SDF for something like a UI shape would compress decently, but you could also just store it at a lower resolution instead since it’s a SDF. For SDF fonts I’d probably put them through the same asset pipeline but turn off the compression. (Of course, if you try it out and find that in practice they look better compressed than downscaled, then you may as well go for it!) [EDIT] a slightly higher level answer—you probably wouldn’t compress them, but you’d probably still use this workflow to go from my_font.ttf -> my_font_sdf.ktx2 or such. | ||||||||
▲ | xeonmc 3 days ago | parent | next [-] | |||||||
Tangential: where does pixel art textures fall under in this consideration for asset compression? | ||||||||
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▲ | rudedogg 3 days ago | parent | prev [-] | |||||||
Makes sense, thanks for the insight. |