VRChat texture memory calculator for the complete upload.

Measure avatar or world textures together and compare the same set against desktop and VR / Quest constraints.

Open the texture set analyzer

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

Run VRChat Texture Memory Calculator

Why calculate VRChat textures as one set?

An avatar or world can reference many materials whose textures are resident together. Measuring only one 4K map hides the combined albedo, normal, mask, emission, and duplicate cost. The analyzer totals the full set and provides a Quest-oriented ASTC estimate alongside the desktop comparison.

Quest planning format

ASTC 6 by 6 estimate

High-value checks

4K utility maps, unused alpha, duplicates, and mask packing

Final authority

Current VRChat SDK checks and on-device behavior

Make the cross-platform texture decision visible

Desktop and Quest do not need identical source choices. Compare both targets, then keep high resolution only where it materially improves the viewed asset.

  1. Upload every referenced map. Include the avatar or world texture folder rather than a single representative image.
  2. Compare Desktop and VR / Quest. Review how target ceilings and ASTC assumptions change the recommended total.
  3. Validate in the SDK and client. Use current VRChat tooling and device testing for authoritative performance and platform requirements.

VRChat Texture Memory Calculator FAQ

Is the Quest estimate an official VRChat performance rank?

No. It is a transparent texture-memory estimate. Current VRChat documentation, SDK validation, and client behavior determine official requirements and ranks.

Should every avatar texture be reduced to one resolution?

No. Choose resolution from visible coverage and map importance. Small masks and hidden or repeated surfaces are often better reduction targets than the most visible color map.

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.