mindu wrote: Thanks for the explanations, it help us to understand a little bit more about the plumbers, so which format should we use in our textures in order to save a little extra work to ReShade converting the textures? *.dds uncompressed, *.png uncompressed?
The file format doesn't change things. The format in GPU memory is determined by what is set in the shader file.
This texture won't be compressed:
texture MyTexture { Format = RGBA8; };
This texture will be compressed using the DXT3 algorithm:
texture MyTexture { Format = DXT3; };