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Right now, assets are compressed based on their file size, not the size of the texture, which is a problem on mobile devices (like iOS) where the memory usage is a function of raw texture size, not size on disk.
The text was updated successfully, but these errors were encountered:
Right now, assets are compressed based on their file size, not the size of the texture, which is a problem on mobile devices (like iOS) where the memory usage is a function of raw texture size, not size on disk.
The text was updated successfully, but these errors were encountered: