Are there any reasons to use power of two textures (like 128x128 sized) if one targets modern mobile platforms (with OpenGL ES 3.0, Metal and/or Vulkan)?
With iOS the PVRTC only supports power of two textures that have equal width and height, but e.g. ETC2 and ASTC do not have limits like that.
As for PO2, there may still be some advantages for cache-alignment. I'd have to think about it, but it may also help with the lower res MIP map levels.
– Simon F Aug 22 '19 at 08:59