Granite SDK 5.0 is out !

Granite SDK tile based streaming on 3D scene with glider and large terrain

Granite SDK is still the fastest and most memory efficient texture streaming system out there, no news here.

For SDK 5, we focused on artist iteration time, file versioning and data transfers during production. We completely removed the need to create large file atlases. You can now stream directly from individual (stacked) texture assets, our compressed GTex files.

Granite is now even easier to integrate into your 3D engine to have no impact on your workflow and iteration time. It is completely transparent to your team while you can bump up texture resolution everywhere without worrying about the limits of your target hardware.

We also added more formats and improved compression of BC formats on disk. You can read more about the new features below and have a look at our changelist before upgrading to the new SDK.

James Loe, Technical Director at Wargaming Seattle: “With the latest release of Granite SDK, Graphine have delivered a nearly seamless production workflow that makes our content creation process easier than ever. No other vendor we work with is better at listening to our feedback and delivering effective improvements as quickly as Graphine does, and that means a lot.”

Did you know that our SDK also contains a classic mipmap streaming system? Or that we support procedural textures? We crammed in so much technology over the years that we wrote a new whitepaper to make sure you don’t miss any of the benefits.

Download Technical Whitepaper

GTex Streaming

During production, GTex streaming allows you to stream directly from GTex files, our coded intermediary format for individual Streaming Textures. With GTex streaming you don’t have to rebuild the entire Tile Set every time you change a texture. Only the GTex file corresponding to that texture needs rebuilding, and you can start streaming once that GTex has been rebuilt. Because our Tile Set files are highly optimized for streaming, they can take time to build, time you may not have during production. Streaming directly from GTex files during production is a little less efficient than streaming from our optimized tile Set Files, but it allows for faster turnaround times. If you want to try it, just use the new ‘Build Project for GTex Streaming’ button in Tile Set Studio or pass the ‘-buildgtsforgtex’ flag to our GrBuild command-line tool.

Support for X8Y8Z8W8

Our runtime and tools support a new data format: XYZW, four 8 bit independent channels. Previously you had to put these textures into an RGBA data type, which, when used with independent channels, introduced coding artefacts because of channel coding interdependencies. This new format significantly improves coding quality of the four independent channels. It also allows you to pack four channels from four individual textures into one XYZW layer.

Better Compression

We improved the compression rate of our Tile Sets up to 20%. First, we made our tools smarter in removing any redundant data from a Tile Set. This ended up improving compression rate of BC coded data up to 12%. Second, we introduced a new compression method for BC coded data. This method is available as a new ‘High compression’ quality profile and can save up to 20% of disk space. This new method even showed an increase in decompression speed, so at runtime, tiles are even streamed faster into memory compared to previous Granite versions.

Improved Tools and Memory Consumption

We optimized our building pipeline of our Tile Set creation tools and reduced the amount of memory it used to write Tile Sets. While previously building a Tile Set on a developer’s system could end up consuming gigabytes of memory, it now requires of only a couple of hundreds of megabytes.

Download Granite SDK whitepaper

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