Game texture size calculator built around real files.
Upload the textures intended for a build and separate transfer size from decoded GPU memory before the budget becomes a late milestone problem.
Analyze a complete texture set or ZIP
Choose the real source files instead of entering every width, height, quantity, format, and mip setting by hand. The browser tool reads supported image headers, expands ZIP entries locally, hashes exact duplicates, samples decoded alpha where supported, and calculates each mip level with GPU block rounding.
- Download size and expanded source bytes
- RGBA8-equivalent uncompressed GPU memory and exact mipmap overhead
- Desktop, Mobile, and VR / Quest recommendations
- BC1, BC3, BC5, BC7, ASTC, ETC2, and KTX2 transcode comparisons
- Unused alpha, duplicate, oversized-map, normal-format, and ORM packing checks
Which texture size belongs in a game budget?
A shipping texture budget has at least three different numbers: compressed download bytes, decoded or GPU-compressed resident memory, and mip overhead. The analyzer reports each one and adds a target-specific optimized total so production and runtime costs are not collapsed into one misleading figure.
Best input
The complete texture folder or build-ready ZIP
Best comparison
Current set versus one named target platform
Best first savings
Duplicate removal, mask packing, and oversized utility maps
Budget the asset set that the player will load
A folder of albedo, normal, roughness, metallic, AO, height, and emission maps is one runtime decision. Measure the set together and optimize the channels that carry the least information first.
- Measure transfer. The input and ZIP byte counts establish the download or repository footprint.
- Measure residency. Dimensions and GPU formats establish the estimated memory while the maps are resident.
- Remove avoidable cost. Resize low-information maps, drop unused alpha, remove duplicates, and pack compatible masks.
Game Texture Size Calculator FAQ
Do my texture files leave the browser?
No. Texture inspection, ZIP extraction, duplicate hashing, alpha sampling, and memory estimates run locally in the browser. PLAYTEX AI does not upload the files for this analysis.
Does download size equal texture memory?
No. Download compression and GPU texture compression solve different problems. The analyzer reports them separately.
Should every texture in a game use the same resolution?
No. Resolution should follow screen coverage, texel density, camera distance, map content, and target hardware. Utility masks often tolerate a lower ceiling than albedo or normal maps.