Unity 5 ATC compression quality is way worse than Unity 4

After update our Unity 4.5.5 project to Unity 5 we noticied that the quality of the ATC textures is way worse than before. The problem is more prominent in textures with gradients in the alpha channel.
There is also no difference between the quality levels (Best, Normal and Fast)

Alpha channel compression quality:

I filled a bug (685760) with this issue, but I want to know if is there someone else experiencing the same issue.
Follow attached a zip file with the textures that I used in my tests.

2062669–134424–Textures.zip (183 KB)

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We’re also getting that! It’s becoming a huge issue, since if we build asset bundles for android for a particular chipset, we can’t choose a different setting based on that and are forced to use RGBA16 uncompressed.

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Would be nice to have a word of the Unity team. Is there a workaround available?
I know several ways to bypass the PVRTexTool and use other versions with other parameters… But I rly dunno if there is a way to do the same with the ATC compression…
This is a very important issue since Qualcomm GPUs represent more than 30% of the android user base.

doesn’t look like patch 5.0.1p1 fixes it :frowning:

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Yes, unfortunately it is not fixed yet. That’s a shame because we had to release a new version of our app with uncompressed assets for those devices. As you guys can imagine, even lowering the resolution many devices are crashing due lack of memory…
A workaround to solve this issue would be awesome.

Same problem here. Best quality ATC compression not working in Unity 5!

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So, we’ve narrowed it down to being a problem on Unity Mac only. When compressing the textures on a windows machine, it works fine. So, as a workaround, we’re doing that for now until Unity fixes the issue on Mac. Hope that helps you guys.

Can you do a bugreport from the mac with a very simple test setup and post the case number here?
That will help to make the team test the case.

@fffMalzbier
I already did that as I said in the initial post: 685760.
Is there something wrong with this ticket?

@dnomn8r
great, at least we can build our ATC Asset bundles using windows. Thanks a lot. It’s not ideal but is a workaround for now.

Im sorry i did miss that … sorry
Can you add the new information to the report? that could help.

Its not the best idea to post the fogbugz link sincere everyone with that link can see all your bug reports.
Just post the case number and the unity team can see the ticket.

Good idea! :slight_smile:
Edit: oh, that’s a shame. There is no way to edit an issue post submission. :frowning:
http://forum.unity3d.com/threads/fogbugz-feedback-loop-on-reported-bugs.279687/

As far I know this is true only for the issues marked as public.

If you need to edit, just submit a new bug and link the old bug number in the new bug for ref, people do read this stuff, and aren’t robots :slight_smile:

Good idea hippocoder.
Created a new issue (692044) with @dnomn8r findings.

I dont want to be annoying but I would love to know if the Unity devs are aware of this bug.
Right now we are building the ATC bundles in the windows (thanks to @dnomn8r ), but it’s breaking all our BuildMachine integration.

Just to close the topic, this issue has been fixed in Unity 5.2. :slight_smile: