PVRTC with non-POT textures

On iOS, we have different textures that are imported as Sprites, but are non power-of-2 (and don’t have square dimensions).

I’d like to know:

  1. How this affect loading these textures at runtime? and how does it affect the memory usage? (main memory, GPU memory, etc).
  2. Is there any benefit for PVRTC at the hardware level (on iOS) ?

What is the best way to optimize such images for iOS builds so we can benefit from PVRTC ?

1 Like

I also have the same question

well… they have to be POTS for sure or you won’t be able to use PVRTC.

and I wouldn’t worry so much about it unless they are really huge images (and individual sprites),… you could always make a POTS compatible sprite sheet and place your ‘non-pots’ images onto it… make an atlas and have it be both POTS and use PVRTC.