Right. Neither is kraken at the same time. You can compress more at the cost of speed.
I will say that the discussion around compression seems to have gone too far into marketing numbers here. The discussion seems to be around compression how fast and how much and using the largest numbers to represent real world performance. the real question is what are you compressing.
As I understand, modern games all use BC7 texture compression and it’s very difficult to compress it; even with oodle texture bc7prep with kraken can only get 5-15% compression more on bc7. That’s not really a lot; and that takes 1 additional step to decode the bc7prep.
so it’s a question of how many developers are comfortable with lossy RDO textures vs lossless. When I look at the modern landscape of game with quality modes, performance modes and phot modes; to me it makes sense to still stay lossless. It takes more space to duplicate the texture, and if you use bc7prep you are wasting a compute shader to decode the texture after retrieval; so to me raw throughout 5.5GB/s is actually the most important number here. I see 9 and 11, but what are the chances developers are willing to lose that texture quality? Ie UE5 was likely lossless textures I assume at least for the landscape.
It seems like if you want to make a graphical tour de force; you’re going to stick very close to lossless for the things that matter; you’ll optimize and use the RDO oodle for fast and heavy lossy compression for lower quality fewer channel ones like normals. Heck; IIRC no normal maps for UE5. You’ll still need BC6H if you want HDR; not sure how well these do on kraken either. But it just seems like the discussion focused on how high compression can go.