← All resources

Stop Shipping PNGs In Your Games

Auto-discovered

Blog Intermediate

Mason Remaley

Visit resource ↗

Description

Stop Shipping PNGs In Your Games is a September 4, 2025 blog post by Mason Remaley arguing that PNG is a poor runtime texture container for games even though it works well for interchange.

It covers missing texture features such as pregenerated mipmaps, cubemaps, and reliable premultiplied alpha, and why decode-then-compress at load time is costly. It contrasts PNG with KTX2 and DDS containers that can carry BCn data for direct GPU upload, optionally with lossless supercompression. The author discusses BC7 plus zlib KTX2, Basis Universal for mobile, and Zex, an open-source Zig PNG-to-KTX2 tool with mip filters and alpha-coverage-aware resize, plus Tacentview and Oven automation notes.

It is for intermediate indie and engine programmers who currently ship source PNGs at runtime. Engine users are reminded to verify whether the engine already converts textures.

The post is a free HTML article with a table of contents and links to specs and tools. No login is required.

It is useful when planning a texture pipeline that separates authoring interchange from GPU-ready compressed assets and mip chains.