After just doing a test, it looks like the PVRTC compressor does a MUCH better job at compressing sprites. I am very impressed.
The artifacts that do remain seem to be mostly around edges, but even then they are much nicer looking than the artifacts of Unity 4.5’s compressor.
It looks as though some white is bleeding into some edges due to Photoshop’s obnoxious white-fill-behind-zero-alpha pixels, but that should be resolvable by using TGA for those problem cases.
@AcidArrow Yes, I believe so, since we are using an IPackerPolicy that always uses 100% quality and noticed a pretty obvious reduction in compression artifacts just by using Unity 5.
Here is a before/after comparison of the same sprite…
It’s about 1/3 the way down a very long page of changes.
Good news! We’ve been having issues with compressed images looking crappy on one of our games… it may be worth dabbling into Unity 5 in a future version.
Actually I was kind of expecting that it would work on older devices, since there’s no way to tell Unity to use an older version of PVRTC. I suppose it’s possible than the Unity devs overlooked that, though I’ll know pretty soon when I test on my 1st gen iPad Mini.