
Adjusting the block size is a trade-off between quality and texture size in memory. Within each texture format, different block sizes can be chosen.

A document describing how to make two builds in this way is currently being written, and we'll post here when it's available. So, if targeting both mobile and desktop users with your WebGL content, either choose a mobile texture (and assume that desktop users will have enough video memory to use the decompressed texture), or create two builds and have your WebGL template choose which is the right resource to load based on the device's texture capabilities. The uncompressed texture can use a lot of video memory. If the browser/device doesn't support a particular compressed texture format, the texture will be decompressed before being uploaded to the GPU. If targeting mobile devices, start with the ASTC texture format. If targeting desktop web browsers, choose a DXT format as all desktop GPUs support DXT compressed textures.

This conformance makes it possible for the API to take advantage of hardware graphics acceleration.
WebGL does so by introducing an API that closely conforms to OpenGL ES 2.0 that can be used in HTML