Best texture formats for ios / android

I want to use a texture format that is GPU-decoded and works on iOS and Android. I can’t find documentation about a format that meets those requirements.

ETC1 (or ETC2)? PVR (one of the several formats with the PVR prefix)? T

Is this matrix of Cocos2d-x supported texture formats updated? Is ETC2 supported? PVRTC2/4? PVRv2 and PVRv3 don’t appear on Apple’s developer docs site. I don’t know how they correlate with versions of PVRT.
http://www.cocos2d-x.org/wiki/Texture_Formats_Supported_by_Cocos2d-x

This page on Apple’s site says Apple favors PVRTC, but “OpenGL ES 3.0 also supports the ETC2 and EAC compressed texture formats; however, PVRTC textures are recommended on iOS devices.”

Another thread on this forum suggests that TexturePacker’s PKM is ETC1 encoding, but PKM is not listed on the Cocos2d-x Texture Formats Supported list (link to the list above):

Oh, and alpha encoding is important, but I’ll consider a format like ETC1 that doesn’t support it.

Is anyone using a GPU-decoded texture format on iOS and Android?

Update: I’ve used the Configuration class to determine that my Android device supports ETC1 but not PVRC:
http://www.cocos2d-x.org/reference/native-cpp/V3.2/df/d00/classcocos2d_1_1_configuration.html#acd7e9b3d15b088fa0ca759fd0c73970f

Configuration::getInstance()->supportsPVRTC()
Configuration::getInstance()->supportsETC()