Your texture is also using more memory with no gain in quality. Data that's been uncompressed from a lossy format inherently stores useless information. And that then eats into memory throughput & usage for no reason
This is what I've been thinking of doing. Since that way it's easier to pack and I can automate most parts since i use a custom editor GUI app thingy. My game engine is 2d only for now and focuses on 2d. So i think i could do it in raw bytes yeah just for faster startup time (on final builds) but when in editor just load the raw PNGs or JPEGs or etc.
I am saying I would like to be able to actually edit and modify my image data on the CPU side, my big thing is authoring and having compression and decompression codepaths.