The compressors available in the NVIDIA Texture Tools are not designed for real-time compression. If you need to compress textures in real-time, I'd recommend to look at the following sources:
J.M.P. van Waveren was the first one to describe a [http://www.intel.com/cd/ids/developer/asmo-na/eng/dc/index.htm real-time DXT compressor]. This compressor is part of the of [http://softwarecommunity.intel.com/UserFiles/en-us/Image/1221/Real-Time%20Texture%20Streaming%20&%20Decompression.pdf real-time texture streaming pipeline] used in some [http://www.idsoftware.com Id Software] games. He obtains the following results with his SSE2 optimized implementation:
[http://mrelusive.com J.M.P. van Waveren] was the first one to describe a [http://www.intel.com/cd/ids/developer/asmo-na/eng/dc/index.htm real-time DXT compressor]. This compressor is part of the of [http://softwarecommunity.intel.com/UserFiles/en-us/Image/1221/Real-Time%20Texture%20Streaming%20&%20Decompression.pdf real-time texture streaming pipeline] used in some [http://www.idsoftware.com id Software] games. He obtains the following results with his SSE2 optimized implementation:
@ -14,6 +14,12 @@ The same algorithm described by Waveren can also be adapted easily to the GPU. T
|| !GeForce 8800 GTX || 1,547 MP/s || - ||
|| !GeForce 8600 GTS || 461 MP/s || - ||
A latter [http://developer.nvidia.com/object/real-time-ycocg-dxt-compression.html whitepaper] by Waveren and [http://castano.ludicon.com Ignacio Castaño] provides even higher results on the GPU: