Unity 1.5: Fixed 16 bit textures

From whats new page:
“Fixed 16 bit textures to be used as is without decompression to 32 bit formats in memory.”

Can anyone explain what this means exactly?

I am hoping this refers to something I noticed when testing RGBA 16 in the past. It seemed that I was not actually saving any memory when compiling to iPhone even though it should have been half.

And if this does have a memory savings now, are there any negative performance reasons using RGBA 16 vs 32? Before anyone suggests it, I cannot use compression in our game.

actually 32bit has the negative impact as 16bit is the native color format, not 32bit

Ah great, so does 16 bit actually save memory now on iPhone?