There is an image in the game, atlas, 2048 to 2048, RGBA.
When compressed in RGBA Crunched ETC2, its size is only 0.6 MB
But in the process of RAM profiling, it is clear that it takes much more there! In the editor, it takes 16 megabytes, which can be explained by the fact that ETC2 is a compression format for android, and on the PC it is unpacked into a regular RGBA 32 bit.
But the problem is that on an Android device its memory size is 4 MB! Yes, it is 4 times less than the RAM on the PC, but it is still much more than the declared 0.6 MB
What can be the case, and how to reap the textures for the android to match the size stated in the editor?