Its a good example...
No, it is not. I thought, I made the problem clear when I was posting in this thread, but I will explain it once again.
The slicing that was done here is just replacing one memory-waste-sprite with 36 not-so-obvious-memory-waste-sprites. The original image was 700x700, which totals 1960000 bytes (1.87 MB). On most graphic cards the resulting sprite will consume the next power-of-two size, which is 1024x1024 and totals 4194394 bytes (4 MB).
So, why is this example not a good one? Is does save memory, doesn't it? Yes, it does, but by chance.
1) The arranging of the 36 sprites was done wrong. The slices are of 4 different sizes: 116x116, 116x117, 117x116, 117x117. This was not taken into account and the sprites arranged on a 116 grid, leading to an image of the size 696x696, thus losing image information.
2) The slices created are of a non-power-of-two-size and also waste memory. All the 36 slices will consume the next power-of-two-size, which is 128x128 in this case. If the original image would have been splitted into 49 or even 64 pieces, the resulting memory use would have been the exact same. If it would have been splitted into 25 pieces, it would even use 256x256 per piece. Just because it wasn't splitted into power-of-two-sizes.
I remade the example to show, that you can reduce the (texture) memory usage to exactly the size, that the original image consumes:
I won't comment on the "do we need to save memory"-issue. But, if you decide to split up your images, then do it consequently. Always split them into pieces of power-of-two-sizes (the magic of power-of-two is that you can represent any number!)
Here's the cap: http://www.mediafire.com/file/qec45byuwxb0q29/BetterExample2.cap