Texture Budget¶
Analysis → Texture Budget
The same idea as Density Check, for textures. Analyze colours every mesh by the texture resolution it carries for its physical size, and totals what the scene costs in texture memory. Finish Analysis puts the colours back.
Resolution on its own says nothing. A 2048² map is extravagant on a door handle and thin on a warehouse wall — what matters is texels per metre of surface, and that is what this grades.
Using it¶
- Set Target and Scope.
- Press Analyze.
- Read the scene by colour; select an object for its numbers.
- Finish Analysis.
Settings¶
| Setting | Does |
|---|---|
| Texels / Metre | texture pixels a metre of surface should carry. 1024 by default |
| Scope | Visible or Selected |
What vanilla actually spends
GTA tops out at 1024, and most of it is 256. Franklin's house comes to roughly 55 MB of texture: 592 of its 601 textures are 512² or smaller, the other nine reach 1024, and none go past it.
If your prop needs 2048 to look right, the question is usually whether the prop is too big for one texture rather than whether the texture is too small.
Per-object readout¶
For the selected object: its effective texture size over its surface area, the texels/metre that works out to, the multiple of your target, and a line of advice. When it is over, the panel also names the square texture size that would hit the target — so the fix is a number, not a guess.
Objects carrying no texture say so instead of being graded.
Scene total¶
The panel reports the number of textures, the total memory, and the largest single texture by name.
The total is an estimate at 1 byte per pixel including mips — that is what block-compressed DDS with a full mip chain costs in practice. It is meant for comparing your scene against the vanilla figure above, not for predicting exactly what the engine allocates.