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