Home › Per ARM Mali + Apple docs, ASTC (Adaptive Scalab…
Per ARM Mali + Apple docs, ASTC (Adaptive Scalable Texture Compression) on mobile reduces which cost vs uncompressed RGBA?
AVRAM + bandwidth for texture data (4–8× smaller)
BAudio sample storage halved on the device always
CCPU time spent on the asset bundle build process
DVertex count of meshes by 50% on average always
Answer & Solution
Correct answer: A. VRAM + bandwidth for texture data (4–8× smaller)
Khronos ASTC spec + Mali guide: ASTC offers tunable bit rates (e.g. 4×4 to 12×12 block sizes). Hardware-accelerated decode → smaller textures + less bandwidth.
Related questions
Per Apple Metal + Android Vulkan docs, BATTERY drain on mobile is dominated mostly by whicPer console docs (PS5 + Xbox Series X), SSD-based STREAMING enables which design change foPer mobile GPU vendor docs, ALPHA-TO-COVERAGE (vs alpha test or alpha blend) is preferred Per public mobile + console docs, RESOLUTION SCALING (dynamic) targets which goal?Per Sony / Microsoft + Nintendo public dev pages, CONSOLE CERTIFICATION (TRC / TCR / LotchPer Apple Metal docs, ARGUMENT BUFFERS (vs separate bindings) on Apple GPUs reduce which oPer Apple Metal + Android Vulkan docs, MIPMAPS on mobile texture units are critical for whPer ARM + Apple mobile docs, THERMAL THROTTLING on phones causes which behaviour during su