I’ve always played around with the idea of making a vector-based texture system but people mocked the idea. But 4J Studios has developed Rixels and that’s brought brought some faith back to me.
But if I want to even attempt this system, I would need to know where in the engine I need to target to add this new file type and entirely new way of rendering.
That’s not what they are referring to. In this case it’s a recently publicized way of storing textures as vector data in a way that significantly compresses the information (or so I gather, I haven’t done more than a cursory glance at a single screenshot and some headlines). I agree with Neonage though that it probably can just be stored as traditional texture data or a compute buffer and decompressed on the fly via shaders. At the very least, I think it warrants RnD using those techniques first before going all-in and re-writing portions of the pipelines.