I know this because I wrote a Unreal Engine texture repacking tool with a "DXT detection" feature so that I wouldn't be responsible for losing DXT compression on a texture which had already paid the price, only to find that this situation was already hyperabundant in the ecosystem.
Many Unreal Engine games of the day could have their size robotically halved just by re-enabling DXT compression in any case where this would cause zero pixel difference. This was at a time before Steam, when game downloads routinely took a day, so I was very excited about this discovery. Unfortunately, the first few developers I emailed all reacted with hostility to an unsolicited tip from what I'm sure they saw as a hacker, so I lost interest in pushing and it went nowhere. Ah well.
Seeing Quake II run butter smooth on a Riva TNT at 1024x768 for the first time was like witnessing the second coming of Christ ;)