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Studio visualizers/04

Game Memory Mode

Studio

Estimate texture memory risk for game production.

Game Memory Mode scores board assets against a target console or platform memory budget, then highlights likely texture-memory pressure with a red, yellow, and green heatmap and game-specific layout clusters.

Screenshot coming soon

Game Memory Mode dialog with a board showing a red, yellow, and green memory heatmap

Screenshot placeholder. Expected production asset: /docs/screenshots/game-memory-mode.png.

How to open it

Menu

Tools -> Game Memory Mode...

Opens the Game Memory Mode dialog for Studio users.

Toolbar

Layout dropdown -> Game: ...

After Game Memory Mode is enabled, the four Game: cluster modes appear at the top of the layout dropdown.

Toolbar

Active view chip -> Game Memory: <profile>

When the heatmap is active, the chip reopens the dialog; its close action hides the heatmap.

Game Memory Mode is a Studio advanced visualizer. Game cluster modes appear at the top of the layout dropdown only when the mode is enabled and the current license can use Studio visualizers.

How it works

The Game Memory Mode dialog scores textures and source-file footprint against a target console budget. It is not a filesize-only view: FenSight combines each item's source size with an estimated compressed GPU footprint from dimensions, the selected profile's preferred compression, and a mip factor, then compares the harsher result against a per-scope fair-share budget.

  • The Tools menu label is Game Memory Mode..., and the dialog title is Game Memory Mode.
  • Defaults are off for GameMemoryModeEnabled, current-gen for GameMemoryConsoleProfile, and on for GameMemoryHeatmapVisible.
  • The heatmap writes per-item severity scores into the board view state and uses the heatmap-enabled flag to draw the board tint.
  • The active chip label is Game Memory: {profile.DisplayName} when the mode and heatmap are both active.
  • Closing the active chip disables the heatmap and chip while leaving Game cluster modes available when the mode remains enabled.

Dialog controls

The dialog summary reads: Score textures and source-file footprint against a target console budget. Adds Game: cluster heuristics to the top of the layout dropdown when enabled.

Visible labelWhat it doesBehavior
Enable Game Memory Mode (Studio tier)Studio
Turns Game Memory Mode on for the current user.Requires Studio access through the same gate as Studio visualizers.
Console profileStudio
Chooses the target platform budget and compression profile.Defaults to current-gen and saves as GameMemoryConsoleProfile.
Show red/yellow/green heatmap tint on board itemsStudio
Controls whether scored items are tinted on the board.Defaults on; disabling it clears the active heatmap chip.
ApplyStudio
Saves the dialog choices and recomputes Game Memory scores.Rebuilds the layout dropdown and refreshes board heatmap state.
CancelStudio
Closes the dialog without applying changes.Leaves the current settings and board state unchanged.

Cluster modes

When enabled and Studio allowed, these modes are inserted at the top of the layout dropdown and packed with Masonry Rows clustering.

Layout labelWhat it groups byBuckets
Game: Memory RiskStudio
Groups items by overall memory severity.Uses MemoryCostEstimator.BucketSeverity: Safe, Low, Medium, High, Critical.
Game: Compressed FootprintStudio
Groups by the larger of estimated compressed texture footprint and source footprint.Uses the estimate's FootprintBucket: unknown, <0.5 MB, 0.5-2 MB, 2-8 MB, 8-32 MB, >32 MB.
Game: ResolutionStudio
Groups by maximum texture dimension.Uses the estimate's ResolutionBucket: unknown, <=512, 1024, 2048, 4096, >4096.
Game: Wasted AlphaStudio
Separates assets whose primary driver is unused alpha cost.Buckets as "Alpha Waste" when PrimaryDriver is alpha-waste; otherwise OK.

Console profiles

ProfileBudget and idMax dimension and compression
Old-Gen (PS4/Xbox One)Studio
id old-gen; texture budget 4 GB.Max texture dimension 4096; preferred compression BC3.
Current-Gen (PS5/Xbox Series X)Studio
id current-gen; texture budget 8 GB; default profile.Max texture dimension 8192; preferred compression BC7.
Mobile (iOS/Android)Studio
id mobile; texture budget 1 GB.Max texture dimension 2048; preferred compression ASTC_6x6.
Handheld (Switch/Steam Deck)Studio
id handheld; texture budget 2 GB.Max texture dimension 4096; preferred compression BC7.
PC Low (4 GB VRAM)Studio
id pc-low; texture budget 3 GB.Max texture dimension 4096; preferred compression BC7.
PC High (12+ GB VRAM)Studio
id pc-high; texture budget 10 GB.Max texture dimension 8192; preferred compression BC7.

Risk scoring

The live estimator builds a synthetic index record from the board item's source path, natural or displayed dimensions, cached signature size, and file length, then estimates the item against the selected profile and current scope count.

StepWhat it computesCurrent estimator behavior
Compression bits per pixelStudio
Maps the profile's preferred compression to GPU cost.BC1 4, BC3 8, BC4 4, BC5 8, BC6H 8, BC7 8, ASTC_4x4 8, ASTC_6x6 3.56, ASTC_8x8 2, PVRTC_4BPP 4, PVRTC_2BPP 2, RGBA8 32, RGB8 24; unknown formats fall back to 8.
Estimated texture bytesStudio
Approximates compressed resident texture cost.width * height * bits-per-pixel / 8, then multiplied by the 1.33 mipmap factor.
Pressure budgetStudio
Normalizes cost to the board scope.fairShare is profile.TextureBudgetBytes / assetCountInScope; pressureBudget is fairShare * 0.25.
Source severityStudio
Accounts for source-file footprint separately from dimensions.sourceBytes / pressureBudget, clamped from 0 to 1.
Texture severityStudio
Accounts for estimated compressed GPU footprint.estimatedBytes / pressureBudget, clamped from 0 to 1.
Final severityStudio
Chooses the stronger warning signal.Uses max(textureSeverity, sourceSeverity), then buckets as Safe, Low, Medium, High, or Critical.
Primary driverStudio
Explains why the item scored the way it did.Reports video-size or source-size when source severity wins; otherwise oversize, alpha-waste, resolution, or format based on dimensions, profile max dimension, alpha-capable compression, and max dimension >= 2048.

Connected guides

Follow these related pages when the workflow crosses into setup, search, organization, export, security, or another board-level system.