Intel has extended Photoshop* to take advantage of the latest image compression methods (BCn/DXT) via plugin. The purpose of this plugin is to provide a tool for artists to access superior compression results at optimized compression speeds within Photoshop*.
A particular texture bundled with Fallout 4, when modified through texconv.exe without specifying the -sepalpha argument, shows corrupted edge blending both in Photoshop CS6 with the Texture Works Plugin, as well as Fallout 4 itself.
However, when viewing the .dds texture through Visual Studio or NVidia's Windows Texture Viewer, there is no image corruption to be seen.
Walbourn suspects that there is a bug in the decompression code in ITW, that somehow made it into Fallout 4. Seems plausible if you ask me, seeing how they both show the exact same form of image corruption.
Previous discussion with Walbourn @ DirectXTex's Github: https://github.com/Microsoft/DirectXTex/issues/35
A particular texture bundled with Fallout 4, when modified through texconv.exe without specifying the -sepalpha argument, shows corrupted edge blending both in Photoshop CS6 with the Texture Works Plugin, as well as Fallout 4 itself.
However, when viewing the .dds texture through Visual Studio or NVidia's Windows Texture Viewer, there is no image corruption to be seen.
Problematic texture in Photoshop: http://i.imgur.com/WsUPHd6.png Problematic texture as seen in-game: http://i.imgur.com/6eJybxe.png
Original texture, problematic texture & texconv.exe: https://github.com/Microsoft/DirectXTex/files/441368/Tex.zip
Walbourn suspects that there is a bug in the decompression code in ITW, that somehow made it into Fallout 4. Seems plausible if you ask me, seeing how they both show the exact same form of image corruption.