icurafu said:
Yes, SGX has the same S3TC that S3 introduced years ago. OR whatever nVidia called it after purchasing the technology. It'll be interesting to see what the creative GP32X devs can squeeze in that.
SGX530 does not support S3TC, but it supports PVRTC (4 and 2 bits per pixel) and ETC (4 bits per pixel) compressed formats.
A 512x512 texture with mipmaps needs just slightly more than 1/6 MiB when compressed to 4 bits per texel (which is ok for most textures). So you can fit ~192 of these textures into 32 MiB and leave a lot of space for other data. That seems plenty to me considering that we're talking about a handheld device with an 800x480 screen.
S3TC is still owned by S3 as far as I know. Microsoft licensed it for use with DirectX and renamed it DXTC (and now BC1-3 with DX10), but every IHV still needs a license from S3 to use it with OpenGL.
You're right, sorry. I was confusing the SGX530 and SGX535 again.
Thanks for the insight on what I do what access to.
I remember when nVidia brought some technologies from S3 just before being brought by VIA. I was sure, S3TC was one of them. they also brought some efficient trilinear filtering method.