I definitely would like to know the answer to that. But here's what it says about it on the site.
"Oodle Texture RDO searches the space of possible ways to convert your source texture into BCN, finding encodings that are both high visual quality and smaller after compression. RDO can often find near lossless encodings that save 10% in compressed size, and with only small visual difference can save 20-50%."
It sounds very similar to BCPak to be honest. I'm not sure which one is better though.
Neo Blaster
too, BC Pack means BC1-7 as in BC1 BC2 BC3... BC7 these are all formats, and BCPack is no different it means literally the same thing. BCn BCx BCN BCPack all refer to same thing.
Have a read here:
http://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/
EDIT: Now this article was from 2012 and at that time it was decompressed by CPU using software, I like to quote a part to reference this:
"In this article, I described the data representation of the BCn formats, but not
how to write compressors for them. Like many compression techniques, the BCn formats are designed to be simple and fast to decompress—but that often comes at the cost of making compression difficult!"
now by write the person means writing a software for the compression and decompression, which is also said to make compression part difficult. Also it is all handled by CPU.
PS5 has Kraken hw decompressor, XSX also has unnamed decompressor block, these hw compress and decompress the graphics with these BC formats -> very simplified overview into the matter.
Also "Oodle Texture is a preconditioner for BC1-BC7 texture formats" this can mean that whatever compression BCn can give, Oodle Texture gives additional compression and most likely speed on top of it. Kraken hw solution streams oodle texture in and out of the hw on PS5 so it is better than having just BCn hw block. PS5 has eked out all the additional few % on top of everything in their custom I/O solution it seems. Mad lads.