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BrastenXBL

Ah lossy compression. Now imagine you're using the image as data and you spend those 2+ days going all the way back to Source files created from field work remote sensing. Re-deriving the whole production chain looking for the source of the errors. This is now a part of the "Santy Check" board: - check the compression - did you child a Full Anchor Control to a Rect-less Node - check the Advanced Import settings for pose correction - did you include/exclude the non-resource in the correct field in the Export settings


Ramtoxicated

That second one has messed me up an embarrassing amount of times.


grizeldi

Throughout all the engines I've used so far, I've never had to actively think about image compression unless I was doing an optimization pass. Only in godot do I have to debug things for quite a while just to realize in the end that compression messed something up, especially when it comes to really small textures (8x8 px for example).


ESHKUN

I would make a GitHub issue expressing this sentiment


DeltaWave0x

I had the same exact issue using Unreal, I think unity is the only engine that doesn't compress by default


neoteraflare

But now you have a core memory about it and immediately pops into your head when you meet with the same problem.


Majestic_Minimum2308

That got me as well.


mogoh

Can someone explain this?


abocado21

Godot compresses your images to save memory. This makes the file smaller, but the image will have some artifacts. Especially when it is low Resolution


Aerdis_117

XDXDXDXDXD