Texture VRAM calculator for the whole material.
Measure the resident GPU cost of every map together instead of multiplying a single-texture estimate by hand.
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
How is texture VRAM calculated?
Texture VRAM depends on width, height, GPU format, and every mip level resident at the same time. This calculator establishes an uncompressed baseline, then recomputes the complete set in BC, ASTC, ETC2, and KTX2 transcode targets so the result reflects a material rather than one isolated image.
RGBA8 base cost
4 bytes per texel before mipmaps
Full mip chain
About 33.3% above the base level for power-of-two textures
Block compression
Calculated per block at each mip level, including small final mips
Read a VRAM budget without hiding the assumptions
The file size on disk is not the memory used after decode. The report keeps download bytes, base-level GPU bytes, mip overhead, and recommended resident memory separate.
- Start with dimensions. Every mip level is calculated from the actual width and height reported by the file header.
- Apply the GPU format. Block geometry and bytes per block determine BC, ETC2, and ASTC memory rather than the PNG or JPEG file size.
- Count the full set. Duplicate maps, unused channels, and packable masks remain visible so the total is actionable.
Texture VRAM 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.
Are the GPU-memory numbers exact?
They are deterministic estimates from the texture dimensions, mip chain, channel layout, and selected GPU compression. Engine import settings, platform support, streaming, virtual texturing, alignment, and driver behavior can change the final resident memory.
Why is a small PNG sometimes expensive in VRAM?
PNG compression reduces transfer and disk size, but the GPU commonly stores the decoded texture or a GPU-compressed version. The PNG byte count does not define resident texture memory.