I'd Certainly make a case at least for using .dds files with bc5 compression for normalmaps. We lose(?) the alpha channel in the normalmap, but the quality difference is huge. This needs a small tweak to the shader code: the normal extracted from the normalmap needs to be flipped. Maybe a parameter like the <reflection map> one, that if set true means we're using .dds bc5 and thus the normal needs to be flipped ?
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