The 3D Handbook
Key term

Texture memory (VRAM)

How much graphics memory textures take. It is plain arithmetic, width times height times bytes per pixel plus a third for mips, and it adds up quickly across a level.

productionperformancetexturingoptimisation

Texture memory is the graphics memory (VRAM) that textures occupy while the game runs. It is usually the largest share of an environment's memory, and it is easy to work out: width × height × bytes per pixel × 4/3, where the extra third pays for the mip chain.

texture formats, compression and mipmaps explains how the formats work and gives a worked material example; texture streaming explains how engines keep only the mips they need. This page is the quick reference: bytes per format, the maths for odd cases, and how to read the memory reports.

#Bytes per pixel

Nathan Reed's guide gives the block sizes of the GPU compression formats. Each stores a 4 × 4 block of pixels (reedbeta.com: Understanding BCn Texture Compression Formats):

Format Bytes per 4×4 block Bytes per pixel Typical use (reedbeta.com)
BC1 8 0.5 "most standard-issue color maps"
BC4 8 0.5 height, gloss and other greyscale maps
BC3 16 1 colour with full alpha
BC5 16 1 "tangent-space normal maps"
BC6H 16 1 HDR images; "the only BCn format that can natively store HDR"
BC7 16 1 high-quality colour, with or without alpha
RGBA8 (uncompressed) 64 4 reference point

Reed: block compression "represents a 4:1 or 8:1 compression ratio, if the source image is in 8-bit RGBA format" (reedbeta.com: Understanding BCn Texture Compression Formats). An uncompressed 16-bit float RGBA texture uses 8 bytes per pixel (four channels of two bytes each).

Horizontal bars for one 2048 by 2048 texture with mips. RGBA16F 42.7 MiB, RGBA8 uncompressed 21.3 MiB, BC3, BC5, BC6H or BC7 5.33 MiB in orange, BC1 or BC4 2.67 MiB in orange.
The same 2K texture in four formats. Compression has the largest single effect on texture memory: BC1 is one eighth of uncompressed RGBA8.Diagram by the handbook author

#Calculations, including non-square textures and cubemaps

Epic notes that DXT5 textures "require near-twice the memory of their DXT1 counterpart" (Unreal Engine Documentation: Texture Format Support and Settings): choosing BC1 instead of BC3 or BC7 for an opaque colour map halves its cost.

#Other uses of VRAM

VRAM also holds render targets, buffers and geometry. Guerrilla's Killzone 2 talk shows how quickly screen-sized targets add up: its G-buffer of four RGBA8 targets plus depth "was just above 18mb", and turning on anti-aliasing "doubled the G-Buffer size to just bellow 37mb" (Guerrilla Games: The Rendering Technology of Killzone 2). Memory used by render targets is not available for textures.

#Reading the memory reports

Unreal Engine

Unity

Hugh Chew's video walks through VRAM, compression, sampling and streaming in UE5 from an artist's point of view (YouTube: Your Textures Are Killing Performance, Here's…).

An artist-focused tour of texture VRAM, compression formats, channel packing and mip streaming in Unreal Engine 5. Watch on YouTube

texture formats, compression and mipmaps · texture streaming · mipmaps · channel packing · texel density · virtual texturing · frame budgets · performance and profiling · trim sheets

#Further reading and watching

References

  1. Nathan Reed · Understanding BCn Texture Compression Formats · reedbeta.com · article · accessed 2026-10-21
  2. Epic Games · Texture Format Support and Settings · Unreal Engine Documentation · docs · accessed 2026-10-21
  3. Michal Valient (Guerrilla Games) · The Rendering Technology of Killzone 2 (GDC 2009) · Guerrilla Games, 2009 · talk · accessed 2026-10-21
  4. Epic Games · Stat Commands in Unreal Engine · Unreal Engine Documentation · docs · accessed 2026-10-21
  5. Ben Zeigler · Debugging and Optimizing Memory · Unreal Engine blog, 2014 · article · accessed 2026-10-21
  6. Unity Technologies · Memory Profiler · Unity Manual (package documentation) · docs · accessed 2026-10-21
  7. Unity Technologies · Best practices for profiling game performance · Unity · article · accessed 2026-10-21
  8. Hugh Chew · Your Textures Are Killing Performance, Here's Why · YouTube, 2026 · video · accessed 2026-10-21

Last updated 2026-10-22