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5. **UASTC HDR 6x6 Intermediate ("GPU Photo HDR")**: Supercompressed ASTC HDR 6x6
6. **ASTC LDR 4x4-12x12 (all 14 standard ASTC block sizes, with or without basic windowed RDO)**: Standard ASTC LDR 4x4-12x12
7. **XUASTC LDR 4x4-12x12 (all 14 standard ASTC block sizes, "GPU Photo LDR/SDR")**: Latent-space supercompressed ASTC LDR with Weight Grid DCT ([Discrete Cosine Transform](https://grokipedia.com/page/Discrete_cosine_transform)) for very high quality, extreme bitrate scalability, optional adaptive deblocking (CPU or using a [simple GPU pixel shader](https://github.com/BinomialLLC/basis_universal/tree/master/shader_deblocking) compatible with mipmapping and filtering), three entropy coding profiles (Zstd, arithmetic or hybrid). See [JPEG for ASTC](https://github.com/BinomialLLC/basis_universal/wiki/JPEG-for-ASTC), and the [ASTC and XUASTC LDR Usage Guide](https://github.com/BinomialLLC/basis_universal/wiki/ASTC-and-XUASTC-LDR-Usage-Guide).
-8. **XUBC7**: Lossless or lossy supercompressed standard BC7 (all modes, all mode features, all 2/3 subset partition patterns). Supports near-loss transcoding to ASTC LDR 4x4 and real-time encoding to numerous other LDR texture formats: ETC1/2, PVRTC1, etc. Uses residual weight grid DPCM and (in lossy mode) absolute+residual Weight Grid DCT.
+8. **XUBC7**: Lossless or lossy supercompressed standard BC7 (all modes, all mode features, all 2/3 subset partition patterns). Supports near-loss transcoding to ASTC LDR 4x4 and real-time encoding to numerous other LDR texture formats: ETC1/2, PVRTC1, etc. Uses residual weight grid DPCM and (in lossy mode) absolute+residual Weight Grid DCT. Also supports optional RDO (rate-distortion optimization). Lossless bitrate is ~3.5-5.6 bpp, lossy is ~0.8-3.5 bpp, with the lossy sweet spot being around 1.15-2.5 bpp. XUBC7 decompression is fully fixed-point, and the low-level format supports multithreaded transcoding (up to 8 threads).
The C/C++ encoder and transcoder libraries can be compiled to native code or WebAssembly (web or WASI), and all encoder/transcoder features can be accessed from JavaScript via a C++ wrapper library which optionally supports [WASM multithreading](https://web.dev/articles/webassembly-threads) for fast encoding in the browser. [WASM WASI](https://wasi.dev/) builds, for the command line tool and the encoder/transcoder as a WASI module using a pure C API, are also supported.