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TEXTURE TOOL

Texture Memory Calculator

Estimate a texture's theoretical memory usage from its format and mipmaps.

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textures
Estimated Texture Memory
LevelResolutionMemory

What is the Texture Memory Calculator?

This tool estimates a texture's theoretical/approximate data size from its resolution, format, mipmaps, and count.

What is Texture Memory?

RGBA32 is 4 bytes per pixel. 2048×2048 is 16,777,216 bytes, or 16 MiB. Display units use a 1024-based KiB/MiB.

How to Use

  1. Enter the width and height.
  2. Choose a format.
  3. Set Mipmaps and Texture Count.
  4. Calculate to see the estimate.
  5. Copy the result if needed.

Compressed Formats and Mipmaps

BC, ETC2, and ASTC are calculated per block rather than per pixel. With Mipmaps enabled, each level is calculated individually down to 1×1 and summed. ASTC's size varies by block size even at the same resolution.

Using This in Unity

Useful for an initial estimate when considering Unity's Import Settings or Platform Override, comparing PC vs. mobile textures, and checking how much memory multiple assets use.

Notes

The result is an estimate of texture data and doesn't guarantee actual GPU VRAM usage. It can vary with the Graphics API, GPU, runtime format, driver, alignment, streaming, and texture type.

FAQ

How many MiB is a 2048×2048 RGBA32 texture?

16 MiB without mipmaps.

Which is smaller, BC1 or BC3?

Under the same conditions, BC1 is 8 bytes per block and BC3 is 16 bytes, so BC1 is smaller.

Do mipmaps always add exactly 1.333x?

That's a common rule of thumb, but this tool calculates each mip level directly.

Is Unity's displayed size the same as VRAM usage?

Not necessarily. It's affected by the platform and runtime format, among other things.

Related tools: Pixels Per Unit Calculator, Tilemap Calculator, Sprite Sheet Calculator, Aspect Ratio Calculator

Example

A 2048×2048 RGBA32 texture is 16 MiB, and a 1024×1024 one is 4 MiB.

Using This in Game Development

Compare formats and mipmap settings to plan your asset composition.