> The vast majority of images are jpegs, which are internally 420 YUV, but they get converted to 32 bit RGB for use in apps. Using native YUV formats would save

...

> You can do it today, but you need to do the color conversion manually in a shader, which can be a big ask for some devs

Where the perf. really matters, and shaders are involved, doesn't everyone use texture compression formats like ETC1 and PVRTC? https://developer.android.com/guide/playcore/asset-delivery/...

They are used widely in games. But, not so much elsewhere. Non-game-app designers get upset by the artifacts. I've shipped games using them for UI. We were hapy to tolerate the artifacts in exchange for the 8X memory usage & memory bandwidth reduction (RGBA8888 vs. PVTRC4).

However, I've heard that Netflix was one of the first sponsors of https://github.com/BinomialLLC/basis_universal They are shipping innumerable images to a huge variety of underpowered set top boxes. Totally worth investing in a giant-leap memory optimization.