One way of reducing the memory consumption (especially for iOS) is compressing the textures on the memory.
There is a way using ETC2 (for Low quality) / ASTC (for High quality).
This is just for Mobile because it supports rendering images from those formats. However, Godot doesn't export the compression methods on the Runtime, because they are just compiled on Editor mode.
So for converting those, we should create a new implementation to compress the images, or we can export Godot adding the etcpak (it just compiled for Editor mode).
One way of reducing the memory consumption (especially for iOS) is compressing the textures on the memory.
There is a way using ETC2 (for Low quality) / ASTC (for High quality).
This is just for Mobile because it supports rendering images from those formats. However, Godot doesn't export the compression methods on the Runtime, because they are just compiled on Editor mode.
So for converting those, we should create a new implementation to compress the images, or we can export Godot adding the etcpak (it just compiled for Editor mode).