The new astcenc 2.0 source code is now also available on GitHub under Apache 2.0. To make it easier for developers to use, adapt, and contribute to astcenc development, including integration of the compressor into application runtimes, Arm relicensed the astcenc 1.X source code on GitHub in January 2020 under the standard Apache 2.0 open source license. The original astcenc software was released under an Arm End User License Agreement.
Today, Arm is delighted to announce astcenc 2.0! This is a major update which provides multiple significant improvements for middleware and content creators. astcenc has become widely used as the de facto reference encoder for ASTC, as it leverages all format features, including the full set of available block sizes and color profiles, to deliver high-quality encoded textures that are possible when effectively using ASTC’s flexible capabilities. The ‘astcenc’ ASTC compression tool was first developed by Arm while ASTC was progressing through the Khronos standardization process seven years ago. ASTC 2D Color Formats and Bitrates astcenc 2.0 ASTC’s high compression ratios are a perfect match for the mobile market that values smaller download sizes and optimized memory usage to improve energy efficiency and battery life. It supports a wide range of 2D and 3D color formats with a flexible choice of bitrates, enabling content creators to compress almost any texture asset, using a level of compression appropriate to their quality and performance requirements.ĪSTC is increasingly becoming the texture compression format of choice for mobile 3D applications using the OpenGL ES and Vulkan APIs. Adaptive Scalable Texture Compression (ASTC) is an advanced lossy texture compression format, developed by Arm and AMD and released as royalty-free open standard by the Khronos Group.