'Normal map DXT5 compression in Vulkan

In DX10, it is common practice to compress normal maps by placing the Y value in the green channel, and the X value in the alpha, and apply DXT5 compression (the Z component is then reconstructed in the shader). What is the corresponding format in Vulkan? The closest i can find is VK_FORMAT_BC5_UNORM_BLOCK, which is unsigned RG channels with DXT5. Is this equivalent? If so, would you store it as R: X and G: Y or the other way around (does it matter)? Or are there newer compression formats that do a better job?



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