I have some pretty new artwork with lots of 4K textures.
The new physical shaders make them look amazing.
However, loading them as raw RGB does take up a lot of RAM. So I compressed them as PVRTC with Texturetool. (which takes a while)
And included those files in the same Scnasset catalog.
The SceneKit editor in Xcode will not allow me to directly assign PVRTC files. It only shows PNGs.
But the scnasset folder does have a checkbox which says "preferntially load pvrtc". I checked it, and checked that I checked it.
As far as I can see, when the scene loads, the memory footprint is unchanged. SceneKit is still loading the uncompressed PNG textures.
Am I missing something?