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BinomialLLC
basis_universal
C++2019–2026
BinomialLLC / basis_universal

basis_universal

Basis Universal GPU Texture Codec

15Distinct people
17Mentions
0Explicit recommenders
3.1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Basis Universal GPU Texture Codec

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 8:01:28 AM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year17 dated mentions

Observed mentions: 2019-05-22 21:47:58 UTC to 2026-07-14 09:34:53 UTC.

012342019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 4 mentions; 3 submissions, 1 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC202
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC101
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC303
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC303
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC202
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC202
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC431

What Hacker News says

2 sources
The author of the OP also develops Basis, which is designed to take advantage of GPU texture compression formats. GPU formats are efficient in terms of memory space and bandwidth usage, but they have a fixed bits-per-pixel so they're not the most efficient for storage and transmission. There's also a rift between which formats are supported on desktop and mobile GPUs. Basis layers on a second level of variable-bitrate compression which is designed to be efficient to transcode to various compressed GPU formats (for both desktop and mobile) on the fly. https://github.com/BinomialLLC/basis_universal Delivering images in a GPU-friendly manner on the web could be a massive memory saver (PNG/JPGs end up being 32 bits-per-pixel in memory, while GPU formats are usually 4bpp or 8bpp) but web standards haven't caught up yet, for now the only way to
Read the rest
display these formats on the web is inside a WebGL context. It works, but it's a lot of machinery just to show a picture.
In Near-lossless image formats using ultra-fast LZ codecs
Erm, aren't both WebP and PNG rather useless for games? How do you convert those formats on the fly into one of the hardware-compressed texture formats consumed by the GPU (like BCx, ETC or ASTC)? If you're decoding PNG or WebP to one of the linear texture formats, you're wasting a ton of GPU memory and texture sampling bandwidth. (these are probably better alternatives: https://github.com/BinomialLLC/basis_universal, or http://www.radgametools.com/oodletexture.htm)
In Hello, PNG

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