Part 10 of 15. Part 15 is raytracing and instructions and found in the comments section. This version uses hand applied RLE compression which was required to maximize its usefulness. In some cases it can both increase CPU requirements AND memory use, so just applying it to every texture was not good enough for my standards. RLE compression is technically lossless, so it doesnt distort the texture period making it technically superior at resolution parity vs even a modern lossy technique like BC7. Increasing the texture file size beyond where I have it will lead to crashes at 4k resolution.