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 [Release Notes](https://github.com/BinomialLLC/basis_universal/wiki/Release-Notes)
 
-### Important Usage Notes
+### Usage Information
 
 Probably the most important concept to understand about Basis Universal before using it: The system supports **two** very different universal texture modes: The original "ETC1S" mode is low/medium quality, but the resulting file sizes are very small because the system has built-in compression for ETC1S texture format files. This is the command line encoding tool's default mode. ETC1S textures work best on images, photos, map data, or albedo/specular/etc. textures, but don't work as well on normal maps. There's the second "UASTC" mode, which is significantly higher quality (near-BC7 grade), and is usable on all texture types including complex normal maps. UASTC mode purposely does not have built-in file compression like ETC1S mode does, so the resulting files are quite large (8-bits/texel - same as BC7) compared to ETC1S mode. The UASTC encoder has an optional Rate Distortion Optimization (RDO) encoding mode (implemented as a post-process over the encoded UASTC texture data), which lowers the output data's entropy in a way that results in better compression when UASTC .basis files are compressed with Deflate/Zstd, etc. In UASTC mode, you must losslessly compress the file yourself.
 
-Basis Universal is not an image compression codec. It's a texture compression codec. It can be used just like an image compression codec, but that's not the only use case. Here's a [good intro](http://renderingpipeline.com/2012/07/texture-compression/) to GPU texture compression. If you're looking to primarily use the system as an image compression codec on sRGB photographic content, use the default ETC1S mode, because it has built-in compression. 
+Basis Universal is not an image compression codec, but a GPU texture compression codec. It can be used just like an image compression codec, but that's not the only use case. Here's a [good intro](http://renderingpipeline.com/2012/07/texture-compression/) to GPU texture compression. If you're looking to primarily use the system as an image compression codec on sRGB photographic content, use the default ETC1S mode, because it has built-in compression. 
 
 **The "-q X" option controls the output quality in ETC1S mode.** The default is quality level 128. "-q 255" will increase quality quite a bit. If you want even higher quality, try "-max_selectors 16128 -max_endpoints 16128" instead of -q. -q internally tries to set the codebook sizes (or the # of quantization intervals for endpoints/selectors) for you. You need to experiment with the quality level on your content.