S3TC
S3TC, or S3 Texture Compression, is a lossy texture compression method used in real-time 3D graphics. Developed by S3 Graphics, it became widely adopted and is commonly referred to by its DirectX-era name DXTn, covering DXT1, DXT3, and DXT5 variants. The technique is designed to reduce texture memory usage and bandwidth while preserving as much visual quality as possible for real-time rendering.
The algorithm operates on fixed-size blocks of texels, specifically 4x4 blocks. Each block encodes two 16-bit
Block sizes differ by variant: DXT1 uses 8 bytes per 4x4 block, while DXT3 and DXT5 use
S3TC/DXTn is supported by major graphics APIs and hardware, notably OpenGL (GL_EXT_texture_compression_s3tc) and Direct3D. It has