Home

DXT5

DXT5 is a lossy texture compression format in the S3 Texture Compression (S3TC) family, commonly referred to as BC3 in DirectX terminology. It compresses a 4x4 texel block into 128 bits, providing roughly 4:1 compression for standard 32-bit RGBA textures. DXT5 achieves this by encoding color and alpha data separately: a 64-bit color block and a 64-bit alpha block.

The color block stores two 16-bit endpoints in RGB565 format and a 2-bit index for each texel,

DXT5 is widely supported by graphics hardware and software APIs, and remains a common choice for textures

Limitations include artifacts at high-contrast edges or with very sharp alpha transitions, a fixed block-based structure

selecting
one
of
four
colors
derived
by
interpolating
between
the
endpoints.
This
allows
a
compact
representation
of
the
block’s
color
information.
The
alpha
block
stores
two
8-bit
endpoints
(A0
and
A1)
and
16
3-bit
indices
(one
per
texel)
that
map
to
eight
possible
alpha
values
derived
from
A0
and
A1
according
to
the
standard
DXT5
rule.
The
combination
yields
a
full
RGBA
representation
for
the
4x4
texel
block,
with
the
two
blocks
occupying
8
bytes
each.
that
require
transparency.
Its
per-block
alpha
compression
preserves
smooth
alpha
gradients
better
than
a
simple
binary
alpha
and
is
compatible
with
many
existing
pipelines
and
formats.
that
can
struggle
with
highly
detailed
or
rapidly
changing
alpha,
and
the
general
caveats
of
lossy
compression.
Modern
alternatives
such
as
BC7
or
ASTC
offer
higher
quality
for
some
use
cases,
but
DXT5
remains
a
staple
for
compatibility
and
performance.