I'm curious as to how many studios actually save out stuff directly to DDS format? Our engine automatically converts TGA files to the appropriate file format at run-time so we never even have to deal with DXT compression. Everything gets flagged as the correct type and compressed accordingly - LATC for normal-maps, DXT5…
oXYnary, actually it's funny I work for tiny company of 60 people now and our texture pipe is save psd, save dds through nvidia photoshop plugin. All the pipe does is look for a time stamp and copy the dds file to the xbox360. I find this method to be the most efficient in terms of time wasted after hitting the export…
Thanks for the run-down Malcolm, that's good information and interesting points. I hadn't considered the memory-in-application thing, since I'm a character/weapon/item guy at work I tend to deal with scenes that only contain a few textures (a bunch of 1k - 2k diffuse, normal, spec etc) so texture memory and load time is…