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A texture without mipmaps will not crash the game, but may cause significant drops in framerate, and will look "grainy" at a distance. All Skyrim textures should have mipmaps, except for facegen textures and UI art.
 
A texture without mipmaps will not crash the game, but may cause significant drops in framerate, and will look "grainy" at a distance. All Skyrim textures should have mipmaps, except for facegen textures and UI art.
  
==There are tons of compression codecs! Which should I use?==
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==There are tons of DXT codecs! Which should I use?==
Block Compression (BC) comes in a lot of flavors. Fortunately most are specialty applications. For common situations you’ll probably need to consider only two: BC1 and BC3 (for Skyrim LE), or BC1 and BC7 (for SSE).
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*DXT comes in a lot of flavors. Fortunately most are specialty applications. For common situations you’ll probably need to consider only two: DXT1 and DXT5 (if intended for Skyrim LE), or DXT1 and DXT10 (for SSE). Let's briefly overview each one to get an idea when they might be used.
===BC1===
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** '''DXT1 (BC1)'''
Formerly known as DXT1, BC1 provides the smallest file size, at the cost of havinga 1-bit alpha channel. This can be useful for diffuse textures with no transparency, or that use alpha testing but no blending (this is sometimes called "cutout alpha").
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*** RGB, 4 bits per pixel, no alpha or 1 bit (black or white) alpha
* RGB, 4 bits per pixel, no alpha or 1 bit (black or white) alpha
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*** DXT1 is a fixed 8:1 compression ratio
* BC1 is a fixed 8:1 compression ratio
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**:If your image does not require an alpha channel, use the no-alpha DXT1. It uses the same compression algorithm as DXT3/5 for color data, and will get you half the file size. It can also be used if the alpha channel is 1-bit: in other words, if parts of the texture either transparent or not, with no partially transparent pixels. This can be useful for diffuse textures that use alpha testing but no blending.
===BC3===
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** '''DXT3 (BC2)'''
Formerly known as DXT5, BC3 was the go-to codec for most images that include an alpha channel in Skyrim LE (diffuse with transparency, and normal maps with specular). The cost is double the file size of a BC1 image. If compressing textures for Skyrim SE, use BC7 instead.
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*** ARGB, 8 bits per pixel, explicit alpha
* ARGB, 8 bits per pixel, interpolated alpha
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*** DXT3 is a fixed 4:1 compression ratio
* BC3 is a fixed 4:1 compression ratio
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**:DXT3's method for storing alpha is better for files that have clearly delineated defined alpha regions and values. It may result in banding artefacts if used on images with smooth blended alpha regions– use DXT5 or DXT10 for these cases.
===BC4===
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** '''DXT5 (BC3)'''
BC4 is a single-channel compression codec. It is ideal for textures like environment masks that contain only one color channel. Does not work in Skyrim LE.
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*** ARGB, 8 bits per pixel, interpolated alpha
* grayscale, 8 bits per pixel, no alpha
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*** DXT5 is same 4:1 compression ratio as DXT3
* BC4 is a fixed 2:1 compression ratio
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**:DXT5 was the go-to codec for most images that include an alpha channel in Skyrim LE. The cost is double the file size of a DXT1 image. If you do not need an alpha channel, or only require 1 bit of alpha, use DXT1. If compressing textures for Skyrim SE, use DXT10/BC7 where you would otherwise use DXT5.
===BC7===
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** '''ATI1 (BC4)'''
BC7 is a more recent compression algorithm that is supported by Skyrim SE, but not LE. BC7 is preferred over BC3 in nearly all cases, because it is the same size but at a higher quality. BC1 is still preferred for textures without alpha channels, or 1-bit ("cutout") alpha, since it is much smaller. When exporting as BC7, always use the slowest compression algorithm for the highest quality.
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*** One color channel (grayscale), 8 bits per pixel, no alpha
* RGB or RGBA, 8 bits per pixel, interpolated alpha
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*** ATI1 is a fixed 2:1 compression ratio
* BC7 is same 4:1 compression ratio as BC3 and BC5
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*** This compression is not supported by Skyrim LE. It is ideal for textures that contain only one color channel and no alpha.
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** '''DXT10 (BC7)'''
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*** RGB or RGBA, 8 bits per pixel, interpolated alpha
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*** BC7 is same 4:1 compression ratio as BC3 and BC5
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**:BC7 is a more recent compression algorithm that is supported by Skyrim SE, but not LE. Its compression rate is equal to BC3 and BC5, but at higher quality. This does come at the cost of somewhat longer time to compress. Always use the slowest compression method when given the option, for highest quality. BC7 is preferred over BC5 in nearly all cases. DXT1/BC1 is still preferred for textures without alpha channels, or 1-bit alpha, since it is much smaller. When exporting as BC7, always use the slowest compression algorithm for the highest quality.
  
 
{{note|Images that are already compressed in .dds format cannot be increased in quality by reformatting them, unless you use the original ''uncompressed'' texture as a base.}}
 
{{note|Images that are already compressed in .dds format cannot be increased in quality by reformatting them, unless you use the original ''uncompressed'' texture as a base.}}

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