The New Standard in Texture Compression for Games
Up to 4× smaller assets, ultra-fast decompression with CPU or GPU, lossless perceptual fidelity


Visual Assets Dominate Mobile Games' Size
Make up the Largest Part
Visual assets like textures, images, sprites can take up to 0% of a game's size
Cause App Bloat
Result in large initial and total install sizes, result in large update sizes while making load times longer
Impact ROAS and OPEX
Increased CAC due to lower click-to-install ratios, lower LTV due to higher uninstalls, high cloud egress cost due to update sizes
Optimization Requires Human Effort
Artists and Developers spend time and effort to optimize visual assets or select per-asset compression settings to maintain fidelity within size constraints
OAT Enables Seamless Mobile Compression
Outperform Best Optimization Efforts
0% reduction in size
Minimize Initial Download Size
Achieve smaller than 200MB initial download size to avoid WIFI alert box, or push for even smaller packages for better click-to-install rates
Decrease CAC, Boost LTV
Lower CAC with better click-to-install rates and load times. Boost retention and LTV by reducing uninstalls from large footprints
Eliminate Manual Work
Target fidelity levels automatically: Ask for the desired perceptual fidelity level and let OAT produce the optimal size
Decrease Your Cloud OPEX
Decrease asset bundle sizes by 50%, decreasing storage and delivery costs that scale with player base
Features and Benefits
Formats
Support all ASTC block sizes, especially powerful for 4x4 to 6x6
Platforms
iOS, Android, Nintendo Switch
High Fidelity
Avoids artefacts, banding with perceptual fidelity level targeting
Device Friendly
Improved data usage, battery and thermal performance due to smaller file sizes
Easy Integration, In-Depth Support
Unity Integration
Plug-in available for Unity for seamless integration into your existing workflows
No SDK Required
The Unity RDO integration works as a build-time plug-in—no runtime SDK to integrate, maintain, or debug
Easy Implementation
Lightweight library with simple API, optimized for mobile toolchains and minimal memory footprint
Direct Support
Get direct support from the people who wrote OAT
Runtime Guarantees
Zero dependencies, no memory allocation, no thread spawning, no crashes on malformed input—built for resource-constrained devices
Frequently Asked Questions
OAT supports iOS and Android. The runtime library is optimized for mobile constraints including memory, battery, and thermal efficiency.
OAT typically achieves 50% reduction in texture data size compared to standard ASTC, directly reducing your APK/IPA size and download times.
OAT supports ASTC formats commonly used in mobile games, providing efficient compression while maintaining visual quality across diverse mobile GPUs.
Yes, we offer evaluation licenses for studios to test OAT with their projects. Contact us to request an evaluation.
We provide direct support from the engineers who built OAT. This includes integration assistance, optimization guidance, and ongoing technical support.
No. The Unity RDO integration is a build-time plug-in that compresses textures during your build process. There is no runtime SDK—nothing to integrate into your game code, no added dependencies, and no impact on runtime performance.
Licensing & Pricing
Monthly license per game
First OAT Title
Discounted price for your first title using OAT, for the duration of one year
Independent Developers
Get up to 90% discount as a small studio based on your current revenue, MAU, or UA bugdet
Evaluate OAT Supercompression
Fill the form below and we will get back to you shortly. Prefer email? Reach out at info@oat.dev.

