> The vast majority of images are jpegs, which are internally 420 YUV, but they get converted to 32 bit RGB for use in apps. Using native YUV formats would save
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> You can do it today, but you need to do the color conversion manually in a shader, which can be a big ask for some devs
They are used widely in games. But, not so much elsewhere. Non-game-app designers get upset by the artifacts. I've shipped games using them for UI. We were hapy to tolerate the artifacts in exchange for the 8X memory usage & memory bandwidth reduction (RGBA8888 vs. PVTRC4).
However, I've heard that Netflix was one of the first sponsors of https://github.com/BinomialLLC/basis_universal They are shipping innumerable images to a huge variety of underpowered set top boxes. Totally worth investing in a giant-leap memory optimization.
ETC1/PVRTC are lossy. If your source material is 4:2:0 then it's best to just stay with it. If you convert to RGB and then compress you don't really gain anything except a slight reduction in quality.
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> You can do it today, but you need to do the color conversion manually in a shader, which can be a big ask for some devs
Where the perf. really matters, and shaders are involved, doesn't everyone use texture compression formats like ETC1 and PVRTC? https://developer.android.com/guide/playcore/asset-delivery/...