KTX2 from Khronos is the new standard for game textures:
https://www.khronos.org/ktx/
It includes all the functionality of .dds files, but also supports Basis Universal super compression. This compresses textures into a format that can be quickly transcribed into different GPU compression formats at load time. If you are developing a game for mobile and PC, all your textures can be stored with in the Basis compression format, and then they will just be transcribed into the various GPU compression formats the hardware uses at load time. The alternative would be to store textures in an uncompressed format and perform a slow compression step at load time, or export different formats of the files for mobile and PC.
KTX2 is also supported in the glTF format:
https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_basisu