Texture Compression Format Comparison for Games
Compare texture compression formats side by side. Select 1 to 4 formats to see VRAM costs, platform support, and quality ratings.
Texture compression reduces VRAM usage and loading times by encoding texture data in a GPU-friendly format. Different platforms support different formats: ASTC for modern mobile, ETC2 for broad Android support, BC7 for PC and console. Choosing the right format balances quality, file size, and device compatibility.
Quality Preview (Simulated)
Approximate visualisation of block compression artefacts. Real results depend on texture content and encoder settings. Larger block sizes and lower bit rates produce more visible blocking and colour banding.
Original
ASTC 4×4
8 bpp, 4x4 blocks
ETC2 RGB
4 bpp, 4x4 blocks
Format Comparison
| Property | ASTC 4×4 | ETC2 RGB |
|---|---|---|
| Bits per pixel | 8 bpp | 4 bpp |
| VRAM (1024 × 1024) | 1.00 MB | 512.0 KB |
| VRAM (2048 × 2048) | 4.00 MB | 2.00 MB |
| Quality | Excellent | Good |
| Platforms | iOSAndroid | AndroidiOS |
| Alpha support | Yes | No |
| Crunch compatible | No | Yes |
| Recommended use | Hero textures, UI elements, normal maps | Opaque mobile textures with broad device support |
| Notes | Highest quality ASTC. Recommended default for modern mobile. | Good quality. Broadest mobile support after ASTC. |
VRAM Size Calculator
Quick Decision Guide
Not sure which format to use? Start with your target platform.
What platform are you targeting?
Mobile (iOS + Android)
ASTC 6x6 for most textures; ASTC 4x4 for critical assets like characters and UI.
Mobile (Android only, broad support)
ETC2 for OpenGL ES 3.0+ devices. Fall back to ETC1 only if you need very old device support.
PC / Console
BC7 for best quality. Use BC1 (opaque) or BC3 (alpha) for older hardware or when file size matters.
WebGL
BC1/BC3 as primary with ASTC fallback for mobile browsers.
Cross-platform
ASTC as primary with ETC2 fallback for older Android. BC7 or BC3 for PC/Console builds.