Yes, I know PSNR (and RMSE, etc.) is not an ideal quality metric for image and video compression. Keep in mind there is a large diversity of data stored as textures in modern games and applications: Albedo maps, specular maps, gloss maps, normal maps, light maps, various engine-specific multichannel control maps, 2D sprites, transparency (alpha) maps, satellite photos, cubemaps, etc. And let's not even talk about how anisotropic filtering, shading, normal mapping, shadowing, etc. impacts perceived quality once these textures are mapped onto 3D meshes.
RGB and Luma PSNR are simple and, in my experience writing and tuning crunch, reliable enough for practical usage. I'm not writing an image or video compressor, I'm writing a texture compressor.
RGB and Luma PSNR are simple and, in my experience writing and tuning crunch, reliable enough for practical usage. I'm not writing an image or video compressor, I'm writing a texture compressor.