Unity Texture Compression Comparison
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
Want to test with real compression? Download our Compression Test Card and run it through your encoder to compare actual results.
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. |
All Formats at a Glance
| Format | Bits/pixel | Alpha | Quality | Platforms | Recommended use | Notes |
|---|---|---|---|---|---|---|
| ASTC 4×4 | 8 | Yes | Excellent | iOS, Android | Hero textures, UI elements, normal maps | Highest quality ASTC. Recommended default for modern mobile. |
| ASTC 5×5 | 5.12 | Yes | Good | iOS, Android | General purpose mobile textures | Good balance of quality and size. |
| ASTC 6×6 | 3.56 | Yes | Good | iOS, Android | Backgrounds, terrain, less critical assets | Good for backgrounds and less critical textures. |
| ASTC 8×8 | 2 | Yes | Acceptable | iOS, Android | Large diffuse textures, skyboxes | Aggressive. Artefacts visible on detailed textures. |
| ASTC 10×10 | 1.28 | Yes | Poor | iOS, Android | Large, soft textures only | Very aggressive. Only for large, soft textures. |
| ASTC 12×12 | 0.89 | Yes | Poor | iOS, Android | Extreme compression situations only | Maximum compression. Significant quality loss. |
| ETC2 RGB | 4 | No | Good | Android, iOS | Opaque mobile textures with broad device support | Good quality. Broadest mobile support after ASTC. |
| ETC2 RGBA | 8 | Yes | Good | Android, iOS | Transparent mobile textures | Double the size of RGB for alpha support. |
| ETC1 | 4 | No | Acceptable | Android | Legacy Android support only | Legacy. No alpha. Only for very old device support. |
| BC1 / DXT1 | 4 | No | Good | PC, Console, WebGL | Standard PC/Console opaque textures | Standard PC/Console RGB. |
| BC3 / DXT5 | 8 | Yes | Good | PC, Console, WebGL | Standard PC/Console RGBA textures | Standard PC/Console RGBA. |
| BC7 | 8 | Yes | Excellent | PC, Console | Best quality PC/Console textures, normal maps, UI | Best quality for PC/Console. |
| PVRTC 4bpp | 4 | Yes | Acceptable | iOS, Android | Legacy iOS projects only | Legacy iOS. Requires power-of-2 textures. |
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.
Related Tools
Frame Budget Calculator
CPU/GPU budget breakdown by platform and target frame rate.
Screen Reference
Every device resolution and aspect ratio you need for UI scaling.
Platform Capabilities
Which platforms support haptics, HDR, ray tracing, VRR, and more. Filterable matrix.
Git for Game Dev
.gitignore templates for Unity, Unreal, and Godot, Git LFS setup, and team workflows. The Unity template is explained block by block.
Build Size Analyser
Drop in your Editor.log to see what is filling your build, and model what removing it would save. Runs entirely in your browser.
Frequently asked questions
Should I use ASTC or ETC2 for Android?
What is the best texture compression for iOS?
Why does my compressed texture look blocky?
Does texture compression slow down rendering?
Last updated: