Is 500 MB Current / 2 GB Peak Texture Memory Too Much for Low-End PCs?

I’m optimizing the textures in my game and checking the texture statistics in Unreal Engine.

Currently, the texture memory usage is around 500 MB, and it can peak at about 2 GB in some situations.

I learned that non-power-of-two textures cannot generate mipmaps properly, so I’ve already optimized most of my textures to use power-of-two resolutions where possible.

My question is:

Based on these texture memory numbers (500 MB current, up to 2 GB peak), what level of PC hardware would this be considered suitable for?

I assume it should be fine for the average gaming PC, but I’m not sure about lower-end systems.

Would a PC with 4 GB of VRAM be able to handle this comfortably, or should I be targeting 6 GB or 8 GB VRAM as the minimum requirement?

I’d appreciate any feedback from developers with experience shipping UE games.

4GB would be fine with this sort of thing ( It’s roughly the level my first game was aimed at ). Technically, 2GB should work.

It can be a low end PC, but it still does need an actual GPU, so a laptop with a default integrated GPU would not work.

I reinstated the post. I remove it after I decided that it’s too hard to tell from one screenshot what’s really going on. Profiling in editor, and so on.

But I think you’re pretty safe.

Thanks for reinstating the post and for the detailed reply.

You’re right that numbers can change quite a bit depending on scalability settings, caching, editor profiling, and other factors.

I’ve spent a lot of time optimizing the project, so I felt it was probably okay, but I mainly wanted a rough opinion rather than an exact technical judgment.

Hearing that these numbers seem reasonable from someone with experience is very reassuring.

Thanks again, I appreciate it!

You can always ask someone with a potato machine to try it :slight_smile:

Also, if you’re releasing on Steam, they have a play test option, you can get a lot of feedback from that.