No generative AI was used during the production of this video (enjoy bad photoshops). The idea behind this video originated right after my debut, when I realized that even with 16 GB of VRAM in certain games I am getting close to utilizing my entire graphics card. I already knew that texture resolution was massive. I didn't however know how much of it is a fault my artist, how much of it is a concept of an avatar and how much of it is the rigger - I don't want to point fingers. Live2D being what it is - it can't be changed - it's closed source and inefficient. But that doesn't mean I can't optimize VTube Studio a bit. And while it's fair to assume most Vtuber will likely end up with models being below of VRAM and it might not be too big of a problem for most, while gathering references I have seen quite a few being bigger than that. VTube Studio VRAM usage calculator: VTS-Memory Compression project (source code & build): Nvidia's Textures Tools: More in-depth blog entry about it: Resources: Nathan Reed blog entry: Marmoset Toolbag's lecture about BCn: Video sections: 0:00 - Intro 1:12 - Disclaimer & problem introduction 2:31 - VRAM usage with ARGB32 3:06 - A solution to problem 4:43 - BC3 and runtime compression 5:47 - DDS files and BC7 7:33 - ARGB32 vs BC7 8:31 - Using a VTS-Memory Compression hook 10:08 - Closing words and plan for the future 10:58 - Credits etc.











