I think only dds should be the loaded format into the game. I know some developers who aren't know(and care) how a GPU, cpu or a 3d engine is working, just developing content. They don't think about performance, they just say when i ask for example "why did you used 4096*4096 textures where it's not needed at all?" and the answer is, "my pc have no problem with it, no fps loss, so why not?" while he is testing the 3d shape on an empty map... And then i resize that texture to 1024*1024 and no visible loss in quality, he says "ok, but HDDs are cheap, so let's stick to the better texture, just in case".
Or others making wagon shapes with 300000 triangles(oversmoothed curves, bad geometry, and these usually lead modelling errors due to the limits of vertex position precision, double faces, double edges, z fighting faces), or for another train sim, there is a common saying "why not? MSTS had 50000 triangle limit, but this isn't", while the same visual quality can be done by using just 40000 triangles. Moreover, some don't even use mipmaps, or using negative mipmap bias, to make their textures look sharper(while of course they are not use anisotropic filtering)...
As i see ace is support uncompressed textures, and non dds compression too, and a lot of creator use non dxt compression, just because don't know how this affect the performance. If i compare how the environment, and locomotives look like for example in TS2014, and see the memory usage of it and compare to OR or MSTS, and see the draw call numbers in OR, it's clear that the most of the msts content are wasting the resources. Too many unnecessary uncompressed, and non dxt compress textures, to many shape nodes that aren't attached together to a single shape, while none of these are animated.
That's why, i think it's not a good idea to let the content developers to use formats that are "far" from the hardware. For texture formats dds will be the best, it's widely supported, natively supported by gpus, and usally enought for everything.
About the 3d shape format, i don't know what what would be the best, but i don't think that common 3D easily reverseable formats will be very popular for payware developers, and even for some free developers (there are a lot of free developers, but there are just few "open source" content developers, the most of them are "free to use, but closed source" developers). However i don't know if it's possible to make a non reversable 3d format for an opensource software. .S was a closed non-reverseable format once... until it was reverse engineered :sign_thanks:
But there is something that no one mentioned. Sound formats? I think wav isn't too efficient as it is uncompressed, and for a game even a lossy sound format whould be enough. What about
Opus codec? It's free, as it is made for realtime applications, it's probably have low resource usage at decoding, and it have very good quality/bitrate ratio.