So I seem to have realized that the compression settings I was using for my IOS stuff doesn’t seem to be the proper way to go about it.
I’m working on a 2D game, in which the background images are just planes with textures on them. Most of these images are 1024x512 in size. I was typically setting it to DXT5 compression (I do most of my work on a Windows machine), and when I opened the project on my Mac and built to my device it seemed to look good. One particular image I dropped in the other day seemed to really be crappy looking, even though it had the same settings. After researching, it seems I have all of this wrong, I think.
Here are my questions:
I’ve read posts on these forums and else where that conflict each other regarding PVRTC (which I understand is the only compression for ios). On Unity 3.5.7f6, will PVRTC compression work on a file that is power of two (1024x512 for example), but not square(1024x1024)?
Regarding the scenario I explained above, is the texture being uncompressed when I built it to the device, thus causing it to look crisp (but using more resources obviously)?
Lastly, I found this thread:
http://forum.unity3d.com/threads/102651-Please-integrate-the-powervr-tool-from-imgtech
Is this still current? Do users on 3.5.7f6 need to use the script from DanTreble to get the “Best” quality settings to work properly?
Sorry for the long post, I just want to be sure I am using the proper method for getting the most out of my textures, while still being resource conscious.
Thanks for any advice!