Answer: yes, compressed and uncompressed images occupy the same amount of memory - they ultimately simply end with a grid of values of R, G, B (, A). The only time you could save some memory if you use a compression form that the GPU supports (for example, S3TC compression for OpenGL textures).
Compression reduces two things: the size of the file on disk and the amount of I / O time required to download the file (although this saving can be offset by the decompression process).
However, you can see the image loading in a raster type other than ARGB_8888 (for example, RGB_565) - this will reduce the amount of memory needed to store the raster image (but the image quality will be reduced).
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