Read again what he says. It isn't a performance problem, it's a size problem, an architecture limitation that you can't circumvent with better algorithms. You can reduce the texture data, but only reducing the quality of the assets. You cannot offload work to the SPUs to solve this problem, because the SPUs can't reduce the texture size in RAM, as decompressing them in real time is not an option if you don't have where to decompress them.







