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Optimal Texture Size Reference

The following is intended as a reference for use while creating .bitmap tags.

Compressed Textures

  • Supported Sizes: Any multiples of 4

  • Optimal Sizes: Multiples of 128 (128, 256, 384, 512, 640, 768, 896, 1024, ...)

Warning

As soon as you go over a multiple of 128, you use the same memory as the next higher multiple of 128!

So, a 132x260 texture uses the same amount of memory as a 256x384 texture. Also, the small mip map levels waste memory so, if possible, use a few higher-rez textures instead of many low-rez textures.

Again, it is much better to use a single large texture than to use multiple small ones that add up to the same size. For example, four compressed textures that are 128x128 use twice as much memory as a single 256x256 compressed texture. Refer to the memory efficiency chart below for details:

Memory Efficiency for Compressed Textures

Bitmap Sizes Memory Efficiency
16 (2.08%)
32 (4.17%)
64 (11.11%)
128 (33.33%)
256 (66.66%)
384 (70.59%)
512 (88.89%)
640 (68.03%)
768 (79.99%)
896 (89.50%)
1024 (96.97%)

Uncompressed Textures

  • Supported Sizes: Any

  • Optimal Sizes: multiples of 32 (32, 64, 96, 128, 160, 192, 224, 256, 288, ...)

Warning

As soon as you go over a multiple of 32, you use the same memory as the next higher multiple of 32!

Also, for 32x32 and smaller mip levels, 2-channel and 1-channel textures use the same memory as 4-channel textures. So, at low resolutions, you don't gain anything by using fewer channels.