Texture compression and mipmapping in Unreal Engine 4

Unreal Engine always compresses the textures that you import. Some compression methods do a better job at maintaining quality while reducing the size. Other methods serve special purposes: DXT5/BC5, for example, is used for compressing normal maps; they only store red and green, and blue can then be derived from them (that is, z can be derived from x and y). BC stands for block compression.

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