This is a four-year retrospective by an independent developer who founded Ludicon to pursue ambitious, long-term work on game texture compression and middleware. The piece explains that commercial success has lagged despite high-quality results, in part because 2022 was a brutal year for the industry (about 8,500 layoffs) and engine consolidation made third-party middleware a tougher sell after Epic acquired RAD in 2021. The original market thesis - that growing game size and user-generated content would create demand for runtime texture compression - still held, but unexpected forces shifted the landscape: generative AI massively increased content creation while supply-chain and AI-driven demand raised memory and storage costs, tightening device resources.
Technically, the developer abandoned a head-on race with established rate-distortion-optimized (RDO) encoders and focused on real-time compression and different intermediate representations that load efficiently on GPUs. Work on Spark and experiments combining modern image formats (WebP/AVIF) already beat RDO in compression ratio, though decompression speed remains a bottleneck. AI did not replace expert codec design, but dramatically sped up development: automated debugging, CI fixes, regression testing, and tools like a cross-platform shader/assembly viewer. The conclusion is optimistic - after four years the bet on real-time and learned codecs looks stronger, and upcoming high-throughput codecs and neural texture research should widen practical options.
Summary generated by AI from the linked article. hn.today is not affiliated with Hacker News or Y Combinator.