SceneKit not loading PVRTC textures

I have some pretty new artwork with lots of 4K textures.

The new physical shaders make them look amazing.


However, loading them as raw RGB does take up a lot of RAM. So I compressed them as PVRTC with Texturetool. (which takes a while)

And included those files in the same Scnasset catalog.


The SceneKit editor in Xcode will not allow me to directly assign PVRTC files. It only shows PNGs.

But the scnasset folder does have a checkbox which says "preferntially load pvrtc". I checked it, and checked that I checked it.


As far as I can see, when the scene loads, the memory footprint is unchanged. SceneKit is still loading the uncompressed PNG textures.


Am I missing something?

Replies

Are you running this on iOS or macOS? I ran into this issue around a year ago with macOS. I don't think the framework has support for all compressed texture formats on the desktop.

This is for iOS.

I am pretty certain the format I used is a supported format.

As far as I can see, SceneKit loads uncompressd PNG textures in preference to PVR.

Update for Xcode8.1 and iOS10.1

Compressed textures are still being ignored.

May have figured this out!


SceneKit is looking for a .PVR file suffix. Not .PVRTC

Looks like the texture tool has not converted properly so will try this using the ImgTec tools.