Texture Data and Mip Size
Calculate texture data bytes for RGBA or BC formats by summing exact mip levels and layers, with whole blocks and explicit allocation limits.
Use this result well
- Inputs that matter
- Texture width (pixels), Texture height (pixels), Stored pixel format, Mip levels, and 1 more
- Output to expect
- Texture data size
- Check the units and required inputs before comparing results.
- Keep the assumptions with a copied result so you can reproduce the calculation later.
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Reference & details
How it works
Updated September 2026
How it works
Updated September 2026Texture data and mip-chain size
Count texels or whole compression blocks at each chosen mip level. Estimate stored texture data separately from runtime allocation and file packaging. Mathematical texture data footprint; one MiB is 1,048,576 bytes. Every compressed mip level occupies whole 4 × 4 blocks, including small tail levels. Dimension, format and mip support depend on the graphics API and target hardware. Alignment, CPU copies, residency, driver allocations and file headers are excluded.
Uncompressed level = width × height × bytes per texel; BC level = ceil(width / 4) × ceil(height / 4) × bytes per block; total = sum(levels) × layersUpdated: September 2026
Example Scenarios
An arithmetic illustration using the values shown. Replace them with measurements or assumptions for your own scope.
→ 0.00005341 MiB
FAQ
About Texture Data and Mip Size
Count texels or whole compression blocks at each chosen mip level. Estimate stored texture data separately from runtime allocation and file packaging.