nV News heeft een artikeltje geschreven over de texture compression (S3TC) die mogelijk is met de 5.08 of 5.13 detonator drivers en over de compressie techniek in het algemeen:
A major feature of the Detonator 5.x series of drivers is software support for texture compression (S3TC). An application using S3TC, such as Quake 3 Arena, can significantly decrease the amount of texture data being sent across the graphics sub-system which results in increased performance. By encoding texture data and using a lookup table, texture compression can represent a texture map with fewer bytes of data.
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However, there are some minor drawbacks with texture compression and image quality in particular. There are instances when the compression scheme doesn't translate optimally as can be seen with the following screenshots from the sky in Quake 3. With texture compression enabled, the effects of color banding are apparent as the transition between colors isn't as smooth as the screenshot with compression disabled (enlarge the thumbnails to get a good look):
Deze techniek is heel fijn voor de mensen de met alle eye candy de tier 4 levels van Quake III Arena spelen, omdat de hoeveelheid textures in deze levels boven de 32 mb komt als S3TC niet wordt gebruikt.