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You can add lossless compression, like Kraken, on top of that. PS5 has hardware accelerated Kraken decompression. And you can encode textures for GPU in a way that is better compressable with lossless algorithms.


Hardware accelerated is still not zero cost. Plus if you are publishing for the other console and/or PC there is a question as to whether you want to do the extra work for one platform.


This is where using something like unreal shines. You get the correct default for all the platforms.




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