I've been reading about this subject on StackOverflow forums, and it seems like most developers don't understand what's the deal with 16bit textures. Maybe that's why my question doesn't get much attention here. I'll try to explain how this image format works and why it is important to use it.
16 bit graphics and 16 bit channelsOne thing that usually confuses people is that the 16 bit mode they use in Photoshop (
http://www.photoshopessentials.com/essentials/16-bit/) doesn't have anything to do with 16 bit graphics. Photoshop 16 bit mode is refereing to a 16 bits per channel format. That means that using the additive color system (
https://en.wikipedia.org/wiki/Additive_color) you will have 16 bits for the Red Channel, 16 bit for the Green Channel, and 16 bit for the Blue Channel.
If you do the math, 2
16 means each channel has 65536 levels, and the combination (65536
3) gives us 281 trillion possible colors. That's great, but each pixel takes 48 bits, or 64 if you add a 16 bit alpha channel (
https://www.techopedia.com/definition/1945/alpha-channel). 48 bits per pixel, not 16.
Stencyl uses the standard 8 bits per channel, which means 24 bits per pixel, or 32 if you need the alpha channel. However, both iOS and Android support 16 bit-per-pixel images, which usually has 4 bits per channel. 4 bits for Red + 4 Green + 4 Blue + 4 Alpha =16 bits per pixel.
What's great about 16 bit graphics?They are smaller. Doing the math, again, a 2048x2048 atlas that uses 32bit pixels has a file size of 16 Mb. The same atlas using 16bit pixels: just 8Mb.
What's wrong with 16 bit graphics?Well, because of how binary numbers work, even when the file size of a 16 bit image is half of the 32 bit image file size, the number of colors is far from that proportion. Where 32 bit images can show a palette of 16 million colors with 256 degrees of transparency... a 16 bit image shows only 4096, with 16 degrees of transparency. These images show the same gradation using a 32bit and 16bit palette.

Pretty bad, right? You are losing 99.975% of the color spectrum to get 50% lighter atlases.
How to fix that?Take a look at this link:
http://files.jacksondunstan.com/articles/2256/Texture16BPP.htmlThe first map uses a regular 32 bit image (actually 24 bit, it doesnt use the alpha channel). The second map shows a 16 bit image without alpha channel. This image uses 5 bits for the red channel, 6 for the green channel, 5 for the blue channel. This RGB565 16 bit format shows 65536 colors, lot more than 4096, but still far from 16 million colors. However, do you really miss them? The nature of the image helps to hide this reduced palette.
Now compare RGBA8888 and RGBA4444. The first one, with 32 bits per pixel, shows a nice color gradation, where the second one with 16 bits per pixel looks horrible, showing hard edges instead of blending the colors. I think this is the reason why Jon took the 16 bit conversion option out of Stencyl a couple of years ago. He said "When I played around with them, I found the graphics degradation to be quite bad, especially for things with gradients". It's understandable, but the problem comes from the conversion method. When you have a restricted palette, you need to find ways to trick the eye of the player. That's when dithering comes in handy(
https://en.wikipedia.org/wiki/Dither):

The first image has a full 32bit palette. The second one is not a 16bit image but has a reduced palette (just 64 colors). Looks terrible with the usual "color areas" with hard edges. That's what Jon was talking about. The third image thou, has the same palette and a diffusion dither. The granular look might bother you, but you wouldn't believe how many games are out there that use the same dithering technique and no one notice it.
More ExamplesHere's another example from the TexturePacker website:

Let's try again with the first example. A 32bit grayscale, from white to black, has only 256 steps... sometimes they aren't enough. A 16bit grayscale has 16 steps, so few that you can count them on screen. But when we use a dithering noise:

Much better. If the granular look still bothers you, imagine this gradient 1 inch tall. That's how it would look on a retina display. Can you see a pixel on an iPhone 6+ without a magnifying glass? Now that most of the mobile devices have such high pixel density displays, the grain doesn't matter that much. Here's a screenshot of my first game:

I won't lie: the grain is still visible on my ipod 4, but you need to get really close. If you don't want your plain colors to get grainy you just need to use 16bit safe colors. That means you need to repeat the same hex digit on every channel. For example, instead of using #42DA87 you should use #44DD88. I didn't knew this back then, and thats why the plain colors on my backgrounds have a granular look.
Why should I care about this?In many cases, saving some megabytes won't matter. If your entire game runs with only a couple of atlases, just load both of them at the beginning and forget about my rant.
I'm a graphic designer, and that's why I care. When you make a mobile game, and you want it to look really good, you might need to add more content, more assets. Maybe you want to have 2 or 3 backgrounds in paralax. Maybe you want to double the number of frames on your animations to make them smooth. Maybe you want to experiment with hand-made terrains. Add big-ass bosses. Cool explosion animations. A fighting game with a lot of moves and tons of characters.
At one point or another you will have a memory crash on an old device, and then on a not-so-old device, and so on. Before you know it, the game will only run on the iPhone 8+++.
Most of the memory issues you have to deal with are related to the amount of graphics you have loaded on memory. If you have found the limit of Mb you can load in order to avoid a memory crash on all the devices you want to support, you might feel frustrated, because that single low-end device (Maybe an iPhone 4, maybe an old Galaxy model) is deciding how much content you can have. But if Stencyl gives you the 16bit atlas option, suddenly you can have twice the content. Twice the amount of backgrounds, enemies, animated effects, etc.
Or maybe the problem is that your game is just too big, because in a moment of madness you decided to hand-draw each level (remember that if a iOS game is bigger than 100Mb you can't download it over a 3g connection). 16bit graphics will bring down the file size of all your art assets. In some cases, 16bit animations can even improve your FPS count.
Yes, there are valid reason to ask for this feature, and that's why I ask. Is there any method to use 16 bit graphics on a Stencyl project? I hope someone from the Stencyl crew can shed some light on this matter.
Sorry for the wall of text, and sorry for my English.