I agree that the development should find new ways to better use the limited resources (and memory on GPU is quite a bottleneck). It's just that image decompression is a very slow process (miliseconds on CPU). That's for a single image, once. Even with 100x decompression speedup on GPU, doing it millions of times per render pass (since you can't cache) would kill all the performance of Octane.GeoPappas wrote: So I thought that it might be worth looking into.
They might find ways to optimize memory usage in this segment, but a general workflow with compressed texture images is IMO not possible.
Their time is better spent in coding tools that will allow us to optimize and better reuse texture data.