Texture Compression Formats Recommended Texture Formats Desktop: Devices with DirectX 11 or higher GPU RGB Textures - DXT1 4 bits/pixel RGBA Textures - 8 bits/pixel for both BC7 or DXT5 Devices below DirectX 11: DXT5
Read/Write is not enabled by default; if you need to read texture data, you can enable it, but the memory will increase.
Generate Mip Maps Mipmaps are generally used to render objects in 3D scenes, objects closer to the camera use higher mip levels, and lower mip levels are used for farther objects. Mipmaps can speed up rendering operations and reduce rendering artifacts when the GPU renders textures at less than full resolution. Mipmaps increase the size of textures by 33%. The UI does not need to be opened, and the model can be opened according to actual needs.
Compression selects the compression type for the texture. Low Quality compresses the texture in a low quality format. This quality uses less memory than Normal Quality. High Quality compresses textures in a high quality format. This quality uses more memory than Normal Quality.
Use Crunch Compression Crunch compression helps textures use as little space on disk as possible and facilitates downloading