diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 31cc3d93860d..ef47e4a3d0e4 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2613,10 +2613,12 @@
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
+ [b]Note:[/b] This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to [code]false[/code].
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
-
+
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles.
+ [b]Note:[/b] This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to [code]false[/code].
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 8152f5679fba..a913f82f8425 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2870,7 +2870,10 @@ TypedArray RenderingServer::_global_shader_parameter_get_list() cons
}
void RenderingServer::init() {
- GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", true);
+ // These are overrides, even if they are false Godot will still
+ // import the texture formats that the host platform needs.
+ // See `const bool can_s3tc_bptc` in the resource importer.
+ GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", false);
GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2_astc", false);
GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);