Current problem in Java Edition:
Unlike Bedrock (ASTC/ETC2) or modern PC games (BCn), Java Edition stores textures as raw PNGs. At runtime, PNGs are decompressed to uncompressed RGBA, then uploaded to VRAM without any hardware compression. This wastes VRAM, consumes PCIe bandwidth, slows loading, and hurts low‑VRAM GPUs.
What NTC does:
NVIDIA's Neural Texture Compression replaces PNGs with small .ntc files. A GPU‑based neural decoder reconstructs pixels on‑the‑fly. Benefits:
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VRAM down 85‑95% (e.g., 272MB → 11MB).
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Disk footprint shrinks.
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Loading faster (less PCIe data).
Why now:
Mojang already ships an experimental Vulkan renderer in 26w16a+ snapshots. NTC SDK supports Vulkan fully. Two integration paths:
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Inference on Load – decode to BCn during loading. Zero runtime cost; saves disk/loading time.
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Inference on Sample – real‑time decode in shaders. Max VRAM saving, ideal for large texture packs or low‑VRAM cards.
Request:
Add NTC support to Java Edition's Vulkan pipeline. This would fix a decade‑old inefficiency and prepare for higher‑resolution textures (Vibrant Visuals).
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