I did some testing on the new Unity "Crunched" texture compression option. The results are really fantastic and I thought others might want to see them. The game I am working on is system memory limited by our lack of texture streaming and support for 32bit machines so this is a huge help.
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Thanks for the heads up though, I might dig in and take a look myself.
Did you use it on the normal map also? They're sensitive to compression artifacts but at the same time they benefit from big resolutions.
edit:
found the documentation here http://docs.unity3d.com/Manual/class-TextureImporter.html
Crunched Crunch is a lossy compression format on top of DXTR texture compression. Textures will be converted to DXT when uploading the GPU at runtime. Crunch compression helps achieving the lowest possible size footprint on disk and for downloads. Crunch textures can take very long to compress, but decompression at runtime is very fast.
in other words for users your game is quicker to download, looks worse, uses the same amound of ram/vram, takes longer to load (although apparently only slightly)