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> I would bet that these days, generating or decoding PNGs is the bottleneck almost nowhere

The bulk of my game's startup time is spent decoding PNGs via libpng. There are some alternatives to libpng like fpng[1], or alternate image formats like QOI[2]

These both exist because png is slow and/or complicated.

[1] https://github.com/richgel999/fpng [2] https://github.com/phoboslab/qoi (discussed here: https://news.ycombinator.com/item?id=29661498)



Most games ship textures in a GPU-friendly format such as DXT to avoid problems like this.




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