I’ve been using channel packed textures for years now. AO in the Red, Roughness in the Green and Metal or Curvature in the Blue. It’s a great way to improve performance and reduce instal size.
I use the Masks compression setting but one thing that has been bugging me recently is the amount of compression in both UE4.27 and 5.1 seems to be destroying the quality of the individual channels, especially on 4K textures. It makes huge pixelated blocks especially in the lower half of the 0-1 range. This happens even when lossy compression amount is set to no lossy compression. Infact that and compression quality drop-down seem to have no affect on the compression at all as the all result in the same resouce size for the image.
Here’s the B before compression:
Here’s the G before compression:
I’m not sure if this is caused by the image being compressed as an RGB so the individual channels are getting ruined.
I understand there has to be loss to get the texture size down, but the roughness is unusable with this kind of compression. Since the Roughness is the most import channel visually I’m considering bringing that in as a separate greyscale texture and baking a slight AO into the colour, but I loathe to have AO baked in like that.
Any texture asset pipeline suggestions from anyone? Do you still pack channels and just deal with the compression?