You always have to load the texture to RAM first. The main difference is that decompression might be inside the GPU instead on the CPU from "zip" to pvr. Once you unzip it you can discard the RAM. It doesn't seem too difficult to make a GPU friendly lossls decompression, big deal
It depends. With WebGL apps you need to support PVRTC on iOS (the last time I checked with Safari a few months ago). Also, older iOS devices only support PVRTC.
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ASTC on metal only etc.
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