SuperCompressed 1.0.0-pre

This is a prerelease version of SuperCompressed.
There is a newer version of this package available.
See the version list below for details.
dotnet add package SuperCompressed --version 1.0.0-pre
NuGet\Install-Package SuperCompressed -Version 1.0.0-pre
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="SuperCompressed" Version="1.0.0-pre" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add SuperCompressed --version 1.0.0-pre
#r "nuget: SuperCompressed, 1.0.0-pre"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install SuperCompressed as a Cake Addin
#addin nuget:?package=SuperCompressed&version=1.0.0-pre&prerelease

// Install SuperCompressed as a Cake Tool
#tool nuget:?package=SuperCompressed&version=1.0.0-pre&prerelease


SuperCompressed is a library for creating 'super compressed' textures from images and transcoding those super compressed textures to common DirectX, OpenGL, and Vulkan (compressed) pixel formats.

How does it work?


You can install SuperCompressed via the NuGet package manager, or directly via the command line via:

dotnet add package SuperCompressed

Warning Because of a native component, SuperCompressed works only on 64bit .NET 6 or higher applications, targetting Windows 7 or higher. In general this is not a problem since you are probably also targetting a native Graphics API if you are using this library.

Loading an image

SuperCompressed can load any JPG/PNG/TGA/BMP/PSD/GIF image for you. Alternatively you can bring your own image data as a byte array with 1, 2, 3 or 4 color components per pixel.

using System.IO;
using SuperCompressed;

var image = Image.FromStream(File.OpenRead(filename));

// or alternatively you can provide your own image data
var image = new Image(/*byte[]*/ data, ColorComponents.RedGreenBlue, width, height);


You can encode this image using the Encoder class. SuperCompressed can work in several different modes, which are useful for different kinds of images.

  • Mode.SRgb, for regular images, such as photos and diffuse textures
  • Mode.Linear, for linear data, such as heigthmaps and look-up tables
  • Mode.Normalized, for normalized data, mostly normal maps

You can also choose to generate mipmaps and choose from different quality settings.

Warning Higher quality levels are significantly slower to encode and provide only a fractionaly better image quality. In most scenarios the default quality level should suffice.

Span<byte> encoded = Encoder.Instance.Encode(image, Mode.SRgb, MipMapGeneration.Full, Quality.Default);

You can then write the data to disk using the standard .NET APIs.


When you want to transcode the data to a GPU (compressed) pixel format you can use the Transcoder class. You should first query how many images and mipmaps are in the data block that you provided.

Note Currently the SuperCompressed Encoder supports only one image per data block. This will change in the future, which is why the Transcoder already has support for multiple images.

var transcoder = Transcoder.Instance;
var images = transcoder.GetImageCount(encoded);

if (images <= 0)

var imageIndex = 0;

var levels = transcoder.GetLevelCount(encoded, 0);

if (levels <= 0)

var mipMapLevel = 0;

After you have determined what image and mipmap level you want to transcode. You can do so using the Transcode method. Check the TranscodeFormats enum for an up to date list of supported formats.

TranscodedTextureData transcoded = Transcoder.Instance.Transcode(encoded, imageIndex, mipMapLevel, TranscodeFormats.BC7_RGBA);

Note You will have to call the Transcode method multiple times to get all the mipmaps, if there are more than one.

The returned instance of the TranscodedTextureData class contains all the information you need to upload the texture to your GPU, using the appropriate method of your graphics framework. For example, using the excellent Vortice.Windows C# bindings for DirectX.

using Vortice.Direct3D11;
using Vortice.DXGI;

// ....

var description = new Texture2DDescription
    Width = transcoded.Width,
    Height = transcoded.Height,
    Format = ToDirectXFormat(transcoded.Format),
    MipLevels = 1,
    ArraySize = 1,
    SampleDescription = new SampleDescription(1, 0),
    Usage = ResourceUsage.Default,
    BindFlags = BindFlags.ShaderResource,
    CPUAccessFlags = CpuAccessFlags.None,
    MiscFlags = ResourceOptionFlags.None
ID3D11Texture2D texture = ID3D11Device.CreateTexture2D(description);
ID3D11DeviceContext.UpdateSubresource(transcoded.Data, texture, 0, transcoded.Pitch, 0);

After you have uploaded the texture data you should dispose the TranscodedTextureData instance to release native memory.


For more examples checkout the unit tests.

What is under the hood?

SuperCompressed uses the Basis Universal GPU Texture Codec for encoding and transcoding textures. BasisU runs in UASTC mode with the RDO optimizations enabled. After encoding the texture is further compressed using the zstd algorithm.

All this leads to files that are frequently less than 25% of the original file size. While also fast to decompress and transcode.

Image Original size Encoded size Compressed size
image_with_alpha.tga 65536 bytes 22133 bytes 15964 bytes
^^ 100% 34 % 24%

Images are loaded using the stb-image library.


SuperCompressed builds upon the following libraries

The logo used for the NuGet package is Video Card by Satawat Anukul from

Logo Super Compressed

Product Compatible and additional computed target framework versions.
.NET net6.0-windows7.0 is compatible.  net7.0-windows was computed.  net8.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last updated
1.1.0 423 11/22/2022
1.0.2 423 7/22/2022
1.0.1 427 7/13/2022
1.0.0-pre 157 7/11/2022