TEXTURE BUDGETING

Texture Memory Calculator

VRAM usage from dimensions, format, and count — with mipmap totals.

VRAM USAGE

Calculate texture memory

Browser-only
Total (no mips)
With mipmaps
Bytes / texture
Mobile VRAM budgets are tight: a single 2048² RGBA8888 texture with mips is ~21 MB. Dropping to ASTC 4×4 cuts it to ~5 MB. Count your textures and multiply — texture memory is often 30–50% of a mobile game's total RAM footprint.

Texture memory guide

Texture memory quietly eats mobile and low-end PC budgets — a single 2048² RGBA texture is 16 MB before mipmaps, and a level with 50 of them is a third of a gigabyte. This calculator turns texture dimensions, format, and count into the actual VRAM numbers so you can budget before you hit the memory profiler.

The multiplication that adds up

A texture's memory is width × height × bytes-per-pixel. RGBA8888 is 4 bytes per pixel; RGB565 and RGBA4444 are 2; DXT1/BC1 and PVRTC4 are 0.5 (compressed); ASTC 4×4 and DXT5/BC3 are 1. Compressed formats are the difference between 16 MB and 4 MB for the same 2048² texture.

Mipmaps add ~33% on top (the sum of the halving chain: 1 + ¼ + 1⁄16 + …). It sounds small until you multiply it across every texture in the scene.

Platform realities

Mobile GPUs expect compressed formats — ASTC on modern Android, PVRTC or ASTC on iOS. Desktop can afford uncompressed but still benefits from BC compression. If your build is for mobile, treat every uncompressed texture as a bug.

Tip: Budget rule of thumb: keep total texture memory under ~30% of the target device's RAM. For a 4 GB mobile device that is ~1.2 GB of headroom for the GPU — textures should fit in a fraction of that.

Frequently asked questions

How much memory does a 1024×1024 RGBA texture use?

4 MB exactly (1024 × 1024 × 4 bytes). With mipmaps it is about 5.3 MB.

What is the best mobile texture format?

ASTC 4×4 gives good quality at 1 byte per pixel and is supported on virtually all modern Android and iOS devices. Fall back to PVRTC on older iOS or DXT/ETC2 where needed.

Should I always use compressed textures?

For anything larger than an icon, yes. Compressed formats lose a little quality but save 50–75% memory. Keep uncompressed only for UI sharpness or formats that need it.

Privacy note: texture memory calculations happen in your browser. Nothing is uploaded.