GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Texture Supercompression in 'Call of Duty' and Beyond

Angelo Pesce (Technical Director, Activision/Blizzard/King)

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: TBD

Audience Level: Advanced

Physical media space and network bandwidths are precious resources. This talk will teach the basics of texture supercompression, the design tradeoffs, and open problems. Techniques used to ship 'Call of Duty: WWII' and 'Call of Duty: Black Ops IIII' will be discussed.


The aim of this talk is to inspire attendees to go back to their games and start experimenting with their BCT blocks to reduce texture asset size. Practical techniques and suggestions will be provided, allowing anyone to start writing small supercompression experiments.

Intended Audience

This talk is aimed at rendering engineers. Knowledge of the basics of BCT texture format and LZ compression is preferred, but basic ideas will be illustrated as a refresher.