A worked example, rendered from real sample data. Sign in to run the tool on your own input.
texture:50:1024x1024
audio:20:44100hz-stereo-2min
mesh:100:10000-tris
animation:30:60fps-2sec
script:200:naPlatform: PC / console Texture format: BC7 Mip-maps: on
Per asset group
texture x50 61.33 MB disk 66.67 MB memory 1024x1024 BC7 + mips
audio x20 36.62 MB disk 403.75 MB memory 120s stereo @ 128kbps, decompressed in memory
mesh x100 15.84 MB disk 28.80 MB memory 5,500 verts / 10,000 tris @ 44B per vertex
animation x30 0.23 MB disk 0.66 MB memory 24 curves, 60fps, 2s
script x200 1.60 MB disk 2.00 MB memory na
By asset type
type disk memory
audio 36.62 MB 403.75 MB 80.4% of memory
texture 61.33 MB 66.67 MB 13.3% of memory
mesh 15.84 MB 28.80 MB 5.7% of memory
script 1.60 MB 2.00 MB 0.4% of memory
animation 0.23 MB 0.66 MB 0.1% of memory
Download (compressed on disk) 115.63 MB
Runtime memory (decompressed) 501.87 MB
Budget headroom 3594 MB of the 4096 MB PC / console working set
Mip-map overhead included 125.47 MB (+33% on textures)
Warnings
! A 120s clip loaded decompressed costs 20.2 MB each. Clips over ~30s are usually streamed.
These are estimates, not a build report. Assumptions: textures cost width x height x bits-per-pixel with a 4/3 mip factor; disk size for textures is 92% of GPU size because block-compressed data barely shrinks again in a bundle; meshes use 44 bytes per vertex; audio is 128 kbps compressed on disk and 16-bit PCM in memory unless streamed; video and fonts use typical per-asset sizes. Real numbers depend on yo
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Estimate build sizes for textures, audio, meshes across platforms. Part of the DevTools Surf developer suite. Browse more tools in the Game Dev collection.