Aleksey Berillo van Digit-Life dacht dat het een goed idee was om een vergelijking in elkaar te zetten tussen S3TC en FXT1. Zoals je misschien weet staan beide afkortingen voor verschillende methodes om textures te comprimeren en te decomprimeren. Beide methodes worden beoordeeld op snelheid en kwaliteit, en na een serie benchmarks en een enorme stapel plaatjes komt de schrijver tot de conclusie dat S3TC het beste is. FXT1 is wel iets sneller dan S3TC, maar ook zo’n stuk minder mooi dat het gebruik ervan boven S3TC niet aan te raden is:
S3TC technology appeared much earlier than its competitor, this is widely used by manufacturers of graphics chips. The technology provides very good quality of compressed images at the expense of their large size than that of competitor from 3dfx. As for the ratio "compression degree/quality", I think that this technology has it much superior among the present. It's supported already in DirectX (DXTC), and it is a huge advantage.
[...] FXT1 provides compassion with higher quality losses as compared with S3TC. This method allows to decrease texture size more. Until there is no more perfect technology, FXT1 allows to reach the best results as far as compression degree is concerned. Though in some cases the quality obtained looks unacceptable. Another weak point is compression speed. The main issue is: will we see some day FXT1 compression in real games? I think, no. S3TC is already widely available, that's why I don't see any reasons for developers to come to other rear and less quality compression methods (though they might have higher compression degree. Another goody is that FXT1 is open, though it hasn't helped it so far.