Most of the times i dunno which tools they used to compress to the DXT or RGB .dds state almost no one tells you that
![Smile :)](./images/smilies/smile.gif)
they could have used the Nvidia encoder or some other most of the times you are absolutely in the Dark how they created the .dds and so it's also hard to analyze maybe a problem in the encoder with ENB wich might cause these temporarily instabilities if you don't know which Encoder was used to compress the texture
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Ehh djuplift a texture compressor is not their to enhance the performance it's their to lower the space the texture needs in the contrary depending on the compression it can cause even more overhead and slow down @ the decoding state and it can cause compression artifacts (macroblocking) @ the dct (quantization) stage.
DXT is also a very old standard and severely needs to get replaced
![Smile :)](./images/smilies/smile.gif)
djuplift thx i will try the savegame cleaner on this test scene and see if it gets the texture save load situation stable in my testing
![Smile :)](./images/smilies/smile.gif)