The .dds format is unconventional in the offline rendering / VFX "world", close to non-existent.
In other words, this is what would be considered an edge-case or niche-request that will only benefit a minority, unlike EXR or TIFF support for textures (and export) and variants such as custom mip-mapping containers. But it is supported.
Furthermore, Octane is seemingly already benefiting from a cached GPU compressed textures system, which would normally make the DDS conversion redundant and unnecessary.
It has its benefits and downsides, as pointed out
here.
Seemingly no mention of displacement, which would be too impacted by compression algorithm and expectedly result in "artifacts", lower precision.
abstrax wrote: OctaneRender™ 4 RC 1
Changes since OctaneRender V4 XB4:
New 8:1 GPU texture compression
You can now compress RGB or greyscale image textures for rendering via the image import preferences. Compressed textures use just 1/3 to 1/8 the VRAM of normal RGBA textures while rendering. Compressed textures incur zero speed loss, and are often visually and perceptually identical to their uncompressed counterparts in many cases. Octane can now also load compressed DDS files directly into texture nodes where they will automatically preserve their specified compression settings when stored in GPU memory.