Note that the glTF format does not technically allow
.basis
files,.ktx2
files are completely equivalent compression and have tooling provided to address things like texture size limitations of WebGL 1
Right, I see that there is an extension created for .ktx2 files that use basis compression. However, we prefer to go the .basis route because of the significantly smaller file sizes. One thread I saw that I see you were active in was this one: Compressed Texture Workflow (glTF|Basis) - #9 by weiserhei
Is this type of solution still viable? This is what I was following