Why do mobile apps often use ASTC 6x6 instead of 4x4 or 8x8?
This article explains why mobile games often use ASTC 6x6 instead of 4x4 or 8x8. It shows that a PNG’s file size does not reflect the final in-game texture memory, compares the quality and memory tradeoffs of ASTC 4x4, 6x6, and 8x8, and argues that 6x6 is a safe default because it balances image quality and compression. It also covers when to choose different settings by asset type, and points out that Max Size, mipmaps, and ASTC device support can matter even more than the compression ratio.