# VRAM Usage A.K.A Stop Being Monsters With Your Textures With the most recent [Developer Update](https://ask.vrchat.com/t/developer-update-16-february-2023/16474) post at the time of writing this, we have learned that Avatar Texture VRAM will now be accounted in the performance ranking. Below is a table of what the VRAM limits will be according to the dev post.
**Excellent** | **Good** | **Medium** | **Poor** | **Very Poor** | |
**PC** | **<40MB** | **<75MB** | **<110MB** | **<150MB** | **>=150MB** |
**Quest** | **<10MB** | **<17MB** | **<25MB** | **<40MB** | **>40MB** |
***Do NOT turn off Mipmaps! You may have heard this can reduce VRAM but it can cause performance and visual quality to take a hit! [Poiyomi's post here goes more in-depth with it.](https://www.poiyomi.com/blog/2022-10-17-texture-optimization#dont-disable-mipmaps)***
**Overall, I highly recommend reading *[Razgriz's Optimizing Texture Memory](https://www.poiyomi.com/blog/2022-10-17-texture-optimization)* post as well, it goes into much more depth about this topic than I have.**VRAM usage does ***NOT*** equal the file/download size of the texture! The VRAM use of a texture is in its uncompressed state**, meaning crunch compression will not affect VRAM usage, however, please still use crunch compression to reduce your avatar's download size.**
[](https://vrclibrary.com/wiki/uploads/images/gallery/2023-02/09Timage.png) As you can see, it's set to 4k, *but does it really need to be?* Frankly, no. Below is a gif showing the difference between 4096 and 2048 on my model. The only difference it particularly makes is on a very small part of my model that has a bit of detail on the horns, which is largely unnoticeable. [](https://vrclibrary.com/wiki/uploads/images/gallery/2023-02/textest.webp) *Do you know what is noticeable though?* The VRAM usage! Let's head back to Thry's VRAM Calculator. [](https://vrclibrary.com/wiki/uploads/images/gallery/2023-02/EAaimage.png) As you can see, the VRAM usage dropped significantly, from 21.33MB to 5.33MB, which is a ***16MB*** difference, for VERY little quality loss. Now my avatar only uses 29.76MB and fits snugly into *excellent*. However, we can take this a step further by doing it with the rest of the textures. I also went ahead to split the face of the mesh from the rest of the body and removed all the shapekeys on the body to lower the VRAM usage of the meshes. This doesn't do too much on low-poly models like mine, but can have a tremendous effect on high-poly models.**NOTE:** You do not have to change the source image's resolution, changing the resolution in Unity is enough. This allows you to avoid doing anything destructive to your textures! This is because Unity essentially recodes the entire file to be whatever specific size and other settings it's set to.