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Choose a file
Select a local file from the upload area. The page checks the file type and size before processing.
Check texture size before 3D import: width, height, power-of-two fit, decoded RGBA8 memory, and the texture lane your model can afford.
Check texture size and memory locally before 3D import or generation.
Quick tips
Check texture size before 3D import: width, height, power-of-two fit, decoded RGBA8 memory, and the texture lane your model can afford.
Free Texture Size Checker is designed for quick browser-side preparation before upload, printing, modeling, compression, review, or handoff. Files are processed locally so you can keep lightweight jobs out of server queues.
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Select a local file from the upload area. The page checks the file type and size before processing.
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Run the tool in your current browser session without installing desktop software.
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Download the finished file and review it before printing, modeling, publishing, or handoff.
Free Texture Size Checker runs in the browser, which is useful for quick files you do not want to upload.
Open the page and work immediately across devices without setting up a desktop utility.
No account is required for these browser utilities, and exported files are not watermarked.
Use the result in slicers, 3D viewers, editors, web pages, review threads, or delivery folders.
Texture cost is decided by two numbers: the pixel dimensions and the bytes per pixel. The checker reads the first and multiplies by four, because one decoded RGBA8 pixel is four bytes.
4096 x 4096 x 4 is 67,108,864 bytes — 64 MiB for a single texture, before mipmaps and before the driver pads the allocation. That figure, not the PNG file size, is what decides whether a texture budget survives a WebGL scene.
WebGL 2 accepts non-power-of-two sizes, but power-of-two remains the safe lane for mipmapping, texture compression, and older engines: 512, 1024, 2048, 4096.
The number on the page is width x height x 4 bytes. A complete mip chain adds roughly a third on top, so a 4096 x 4096 texture that reports 64 MiB costs about 85 MiB once mipmapped.
Open the console on the target device and run const gl = document.createElement("canvas").getContext("webgl2"); gl.getParameter(gl.MAX_TEXTURE_SIZE). That integer is the largest texture that GPU will upload.
Run the checker on the PNG or JPEG you author to catch oversized and non-power-of-two sources, then deliver KTX2 or Basis, which keep the GPU-side cost down instead of expanding to RGBA8.
| Texture | Pixels | Decoded RGBA8 | With a full mip chain |
|---|---|---|---|
| 512 x 512 | 262,144 | 1 MiB | about 1.33 MiB |
| 1024 x 1024 | 1,048,576 | 4 MiB | about 5.33 MiB |
| 2048 x 2048 | 4,194,304 | 16 MiB | about 21.33 MiB |
| 4096 x 4096 | 16,777,216 | 64 MiB | about 85.33 MiB |
| 8192 x 8192 | 67,108,864 | 256 MiB | about 341.33 MiB |
Check texture size before 3D import: width, height, power-of-two fit, decoded RGBA8 memory, and the texture lane your model can afford.
Yes. This browser tool is free to use and does not add watermarks to exported files.
No for these browser utilities. The supported processing path runs locally in your browser session.
Smaller files finish faster. Very large images, videos, or 3D meshes may be limited by browser memory and device performance.
Output quality depends on the source file, browser capability, and what the target workflow can represent.
No. Use the page directly in a current browser, then download the processed result.
It is the decoded size of the image: width x height x 4 bytes for RGBA8. It is the cost of holding one uncompressed copy, not the file size of the PNG or JPEG you uploaded.
No. A complete mip chain adds about a third on top — a 4096 x 4096 texture reports 64 MiB decoded and costs roughly 85 MiB with mipmaps — so treat the figure on the page as a floor.
WebGL 2 accepts non-power-of-two dimensions, but 512, 1024, 2048, and 4096 remain the safe set for mipmapping, texture compression, and older engines. That is why the checker reports the fit separately from the memory figure.
MAX_TEXTURE_SIZE differs per GPU. This page validates the file; to confirm what a specific device will accept, read gl.getParameter(gl.MAX_TEXTURE_SIZE) from a WebGL 2 context on that device.
Read the actual GLB JSON chunk locally and check structure, estimated geometry, materials, textures, skins, and extensions before handoff.
Calculate an exact scale multiplier between separate source and target units before scene import or slicer handoff.
Upload an STL, 3MF, or OBJ file to diagnose printability issues locally before slicing.
View GLB, glTF, OBJ, STL, PLY, FBX, and 3MF model files locally in your browser before review, import, or delivery.
Import GLB, glTF, OBJ, STL, PLY, and FBX models, arrange sample objects, transform selected assets, and export clean handoff files locally in your browser.
Open GLB files locally with orbit controls before 3D review, import, or conversion.