Android Crunch Compression

I am trying to figure out if I’m doing something wrong or if there is a significant difference in how much crunch compression impacts build size between Standalone Windows and Android.

Here are my results:

Standalone Windows
Before Crunch Build Size: 1.34 GB
After DXT5 Crunch Quality 75 Build Size: 647 MB

~48% of the pre-crunched size

Android
Before Crunch OBB size: 574 MB
After ETC2 Crunch Quality 75 OBB size: 517MB

~90% of the pre-crunched

We’re using Unity 2019.2.21f1 and on both platforms we’re using Asset Bundles on the same set of assets. The only thing I can think of is there is something specific about Android or the ETC2 algorithm or my configuration that’s causing such a vast difference in how effective crunch compression is.

Does anyone have any thoughts about where I might be going wrong? I’ve looked around quite a bit but only really seeing people posting that crunch compression should have a dramatic effect even on Android.

Not exactly related but be careful with crunch compressing skyboxes. On Unity 2019.2.x, it caused the skybox to glitch out on some Android devices for us so we had to untick crunch for the skybox (well, I’m not sure if it is really related to skyboxes since the skybox was the only crunch compressed texture in the project, so it’s my humble assumption).

I tried crunch compressing a skybox and I’m getting an error, “Unexpected Crunch texture format”. Unity 2020.3.16 building for Android.

I get the “Unexpected Crunch texture format” error when using it with a skybox in Unity 2020.3.26f1 as well