Why a 1024x1024 Texture Is a Memory Maze

Anatomy of a Texture

Why a 1024x1024 Texture Is a Memory Maze

Porting a PC game engine to consoles forced me to confront the hidden complexity of texture memory layouts. Block compression, texel ordering, mips, and texture tiles all complicate the naive row-by-row view. Using a 1024x1024 BC7 texture as an example, I explain the hierarchy of building blocks and why each platform arranges them differently, turning texture conversion into a debugging nightmare of memory addresses.

I seriously underestimated the complexity of texture memory layouts.
  1. taylor-tg

    Really enjoyed this, refreshing to read something passionate and hand written. I had no idea how much complexity existed in something as innocuous as handling textures between platforms.

    Also pretty cool getting a glimpse into the work 505 does helping developers get their games in front of more people. I had no idea 505 was the publisher[0] for so many recognizable titles.

    [0] https://en.wikipedia.org/wiki/List_of_505_video_games

  2. essai57

    Really nice article, thanks for writing it! I recently dabbled in some of this in connection with modding a game and there encountered the hierarchy you describe of mips, tiles, blocks and texels, so very relatable. Great write-up!

  3. augment_me

    Why not compress the texture using NTC, VAE-VQ or some neural codec into a general embedding space of uint8 and then just expand and create mipmaps and similar using the target hardware standard?

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2026-09-16