These are minimal examples of mesh compression techniques that can be decoded on-the-fly on the GPU, thus leading to savings in transmission time, memory footprint, and GPU bus usage.
The first example simply draws two triangles to the screen, one using standard 32-bit floats to represent the positions, and the other with positions quantized to 16-bit unsigned ints, leading to a 50% reduction in size. The technique is described in Mesh Geometry Compression for Mobile Graphics by Lee, Choe and Lee
The second example draws two spheres to the screen, one with 32-bit floats representing positions and normals, the other with the positions quantized as above and the normals oct-encoded into 2 bytes. This leads to the same 50% reduction in size for positions and an 83% reduction in size for normals. The oct-encoding technique is described in A Survey of Efficient Representations for Independent Unit Vectors by Cigolle et al..