Quote:
Hardware-accelerated graphics texture compression reduces memory usage and avoids congesting the bus, thereby trying to avoid a performance bottleneck. When implemented in software, all it does is add another decoding step which the OpenGL driver must implement, wasting memory and not doing anything at all for bus congestion; this is similar to the reasons why you should always use GL_RGBA instead of GL_RGB, even when you're not using the alpha channel.
If we're going to wait for a texture compression scheme to get widespread and implemented commonly in hardware, we might as well wait for ASTC. From what I know it's better than ETC2.