I've posted an example here:
https://x.com/richgel999/status/2114046689581596751?s=20
Co-owner of Binomial LLC, working on GPU texture interchange. Open source developer, Open Geospatial Consortium member, graphics programmer, former video game developer. Worked previously at SpaceX (Starlink), Valve, Ensemble Studios (Microsoft), DICE Canada.
Experiments in Luma-Optimized and Mipmapped DXT1 Compression:
The sample app's archive (with shader source code) is still available here.
Major concepts:
NNTC (here on GitHub) uses a bilinear/degree-2 polynomial decoder fitted to each PBR material (i.e. a degree-2 polynomial whose only quadratic terms are the products between the two latents). Other solutions use full non-linear neural networks (MLP's).
In my testing, MLP's are usually but not always stronger, but not by much (low PSNR difference, like ~1-3 dB). MLP's also make it harder to get filtered samples - NNTC easily leverages existing GPU texture filtering hardware.
However, eventually as I optimized the NNTC-specific CUDA encoder, and made it BC4/BC5 aware, it started to beat my neural network based solution on raw PSNR.