A practical companion
Texture memory lab.
Make the cost of a larger texture visible before you add it to the scene.
Uncompressed RGBA8 estimate
85.33 MiB1 texture · 4,096 × 4,096 · full mip chain
1 MiB = 1,048,576 bytes. Four bytes per texel at every included level.
What this estimate includes
The arithmetic sums RGBA8 texels at the selected resolution and, if enabled, each smaller mip level down to 1 × 1. It is not a live reading of GPU memory, a device limit, or a compressed-texture estimate.
Render targets, multisampling, geometry, driver allocation, and other assets add to a real application’s memory use. KTX2 is a container; the runtime format and its block size determine compressed allocation.
Check this browser
Run a local capability check. It requests an adapter, reports whether one is available, and sends no result to a server. This is not a rendering benchmark.