A key texture/image compression tip:
How you compute PSNR/SSIM is *crucial*. Check, double check, and then triple check that you've done it right. If you're doing it on the GPU, implement a CPU version to make sure it's working. *ALWAYS* check your image stats vs. 3rd party code.
Dump all intermediate/output textures/images to raw .PNG's and use your own separate AND 3rd party tool to compute image metrics.

If you don't do this you're lying to yourself and risk disaster.
I can't emphasize this enough. You do risk long term disaster if you don't get this correct. I wouldn't put this up here unless it had impacted significant commercial efforts.
Compute multiple PSNR statistics (because we haven't standardized PSNR - in 2020) so you can compare your PSNR's against as many 3rd party tools as possible.
You can get this wrong, not notice it for a long time, then wind up in a bad spot because you optimized with a semi-broken or wrong metric.
It doesn't matter how good you think you are, or how perfect you think your code is. Just follow this advice.
This is why Basis Universal has an simple image compare mode (-compare image1.png image2.png), why being 100% open source is so valuable, and why our PSNR's are compatible with imagemagick's: https://imagemagick.org/index.php 
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