Will we be able to utilize the new LZ4 compression for assets that are included in the game itself and not in asset bundles? If not, why not? One platform where this would be especially useful is iOS. Even though apps are compressed when downloaded from the App Store, iOS has to decompress the app before it can be used. This means that uncompressed assets will take a lot of disk space, which is often very limited on low-end devices. For example, a single 2048x2048 texture encoded with PVRTC4 takes about 2MB uncompressed, which is how much disk space it would currently use if the game is deployed on an iOS device. If this texture was further compressed with some other compression algorithm (such as LZ4), it would obviously take much less space. (Maybe as little as 50kB - 300kB in most cases.) An even worse example are 32-bit truecolor textures. A single 2048x2048 texture takes about 16MB of disk space, which makes them almost unusable on iOS in current state. Compressed, the same texture would in most cases take only a fraction of the space.