Some things we've learned about GPU textures at planetary scale

1. ASTC is now the king : In billions of devices. Everything else=fallback, including BC7. To us, BC7 is essentially a greatly simplified ASTC, but with some p-bits. 2. At multi-petabyte ( planetary ) scales: Supercompression bitrate=Matters enormously. Notably, game developers (who have been using compressed textures the longest) don't work at scales this large, so the approaches and techniques…