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.