The New Standard in Texture Compression for Games
Up to 4× smaller assets, ultra-fast decompression with CPU or GPU, lossless perceptual fidelity


Textures Dominate Games
Make up the Largest Part
Textures can take up to 0% of a game's size
Push Hardware to the Limit
Take up SSD space, occupy bandwidth, decrease VRAM residency, while decoding them takes CPU time
Cost Optimization Effort
Artists and Developers spend time and effort to optimize textures to stay within design budgets
OAT is the Best BCn Compression Solution
Minimize Texture Size
Achieve the Smallest Files
Easily supercompress BCn GPU textures to the smallest possible size, beating Oodle Texture + Kraken
4× Compress BC7 Files
0% reduction in size
Outperform Oodle+Kraken
0% reduction in size
Amplify Hardware
Push Limits Further
Decode faster with CPU, or with the unique ultra-fast GPU decode. Reduce SSD and bandwidth usage and improve loading times
Get More out of CPU
Decode 2x faster (Ryzen Z1 15W)
Unleash GPU Decode
Decode 100x vs CPU
Improve Disk Read
20-50% smaller install sizes
30-300% faster effective texture reads
Save Time with Optimization Levers
Have Runtime Flexibility
Choose CPU or GPU decode at runtime per texture based on system bottleneck
Speed Up Pipelines
Achieve 2X compression speed of Oodle+Kraken, making your asset pipelines and build times faster
Features and Use Cases
Formats
Supports all BCn files (BC1 to BC7)
Platforms
PC, Xbox, PlayStation, Steam Deck, Handheld PCs
Open World Ready
Essential for texture streaming in open world games with constant asset load/unload
Handheld Friendly
Smaller files and faster decompression work results in better battery and thermals
Expanded Player Base
Address a wider range of rigs that are limited by VRAM or with older CPUs/SSDs that are less frequently updated
Network Savings
Decrease cloud egress costs in games doing heavy network asset streaming
More Assets
More assets or asset diversity for the same disk budget (no separate HD texture packs)
Easy Integration, In-Depth Support
Easy Implementation
CLI executable, supercompressor DLL, runtime library, along with C headers that cover the full functionality
Direct Support
Get direct support from the people who wrote OAT
Runtime Guarantees
Zero dependencies (not even standard library), no memory allocation, no thread spawning, no crashes on malformed input, no out-of-bounds reads/writes
GPU Portable
Stable decompression using only Shader Model 5 capabilities
Frequently Asked Questions
OAT supports PC, Xbox, PlayStation, Steam Deck, and handheld PCs. The runtime library works across all major platforms with consistent behavior.
OAT yields smaller files, has faster CPU decode, and offers a unique GPU decode that Oodle+Kraken does not provide.
OAT supports all BCn formats from BC1 to BC7, covering the full range of block-compressed texture formats used in modern games.
Yes, we offer evaluation licenses for studios to test OAT with their projects. Contact us to request an evaluation.
We provide direct support from the engineers who built OAT. This includes integration assistance, optimization guidance, and ongoing technical support.
Licensing & Pricing
Licensed per game title per platform
First OAT Title
Flexible payment for your first game using OAT. Defer full payment until launch or sales milestone
Independent Developers
Get up to 90% discount as an independent studio based on your current revenue or OPEX levels
Evaluate OAT Supercompression
Fill the form below and we will get back to you shortly. Prefer email? Reach out at info@oat.dev.

