I'm currently importing some textures into Godot 4 and am running into a strange issue.

The most common VRAM compressed texture formats on PC are DXT1 and DXT5. DXT1 is for RGB textures and DXT5 is for RGBA (ie. images with an alpha channel / transparency). For whatever reason, the importer only ever converts to DXT5 and not DXT1, even when the texture has no alpha. This is particularly annoying as DXT5 is something like twice the size of DXT1, both on disk and in GPU memory.

Is this a bug, a missing feature, or is there an option I don't know about? If it's a bug, is there a workaround, other than explicitly converting textures by hand to DXT1 before adding them to the project?

    Interference Is this a bug, a missing feature, or is there an option I don't know about?

    Sounds like a bug. I would suggest making a bug report on the Godot issues on GitHub if there is not already an issue on this opened. The importer should change the format if there are options to do so, so if it isn’t that would indicate a bug to me.

      Interference I would suggest chiming in on the existing issue stating you are having the same/similar issue and adding a thumbs up to the issue.

      That way the Godot team knows it continues to be an issue and then they can hopefully put a higher priority on it.