Texture memory & triangle budget calculator
Textures
Triangles
How it's worked out
Memory per texture = width x height x bytes per pixel, plus one third more when mipmaps are on (the full mip chain adds about 33%). Bytes per pixel: uncompressed RGBA8 = 4, BC1/DXT1 = 0.5, BC3/BC5/BC7 = 1, ASTC 4x4 = 1, ASTC 6x6 = about 0.44, ASTC 8x8 = 0.25. Real engines add small overheads (alignment, streaming pools), so treat the result as a floor.