# Texture and Video Memory question

**URL:** <https://forums.imgtec.com/t/texture-and-video-memory-question/117>\
**Category:** PowerVR Insider\
**Created:** [August 13, 2008, 9:28am UTC](https://forums.imgtec.com/t/texture-and-video-memory-question/117 "2008-08-13T09:28:53Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![jirzynek](https://avatars.discourse-cdn.com/v4/letter/j/a3d4f5/32.png) [@jirzynek](https://forums.imgtec.com/u/jirzynek)\
**Post date:** [August 13, 2008, 9:28am UTC](https://forums.imgtec.com/t/texture-and-video-memory-question/117/1 "2008-08-13T09:28:53Z")

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Hi!  
  
I've two textures 1024 \* 1024. One is stored as RGB (~3MB) and second is stored as  
palletised texture (1024 \* 1024 indices + 512 palette (u16, R5G6B5), ~1MB). My question is  
how much video memory would be used to store each of this textures (3mb + 1mb or 3mb + 3mb)?&nbsp;   
  
cheers  
jirzynek  
  
jirzynek2008-08-13 11:29:56

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**Author:** ![xmas](https://avatars.discourse-cdn.com/v4/letter/x/958977/32.png) [@xmas](https://forums.imgtec.com/u/xmas)\
**Post date:** [August 13, 2008, 2:23pm UTC](https://forums.imgtec.com/t/texture-and-video-memory-question/117/2 "2008-08-13T14:23:25Z")

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Both texture formats (RGB8 and palette) are not natively supported by POWERVR MBX. The driver will most likely convert the RGB8 texture to RGBA8, thus using 4 MiB for a 1024x1024 mip level. The palletised texture will be expanded to RGB565 and thus take up 2 MiB for a 1024x1024 mip level. So in total they should consume 6 MiB of video memory.  
  
  
  
  
  
To save texture memory you should use PVRTC compressed textures wherever possible and only use 32-bit textures if 16-bit doesn’t yield acceptable quality.
