You do not specify the specific equipment you are asking about, but Apple this , to say about PowerVR GPUs on iOS devices:
If your application cannot use compressed textures, consider using a lower pixel format. textures in RGB565, RGBA5551 or RGBA4444 format uses half the texture memory in RGBA8888 format. using RGBA8888 only when your application needs this level of quality.
Although this will improve memory usage, I'm not sure if it will have a dramatic effect on fill speed. You may be able to improve texture storage in the cache right away, but I would say that Tommy indicates that pixel operations are the more likely bottleneck here.
In addition, when it comes to texture size, you will get much better image quality at a smaller size using texture compression (like PVRTC for PowerVR GPUs) than reducing the accuracy of the texture pixel format.
Brad larson
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