Texturesbeginner9 min readupdated 11 Sept 2026

Choosing texture resolutions for FiveM weapons

The short answer

Memory per texture = width × height × bytes per pixel, plus one third for mipmaps. BC1/DXT1 uses 0.5 bytes per pixel, BC3/BC5/BC7 use 1. A 2048² BC7 texture with mips is about 5.3 MiB; a 4096² BC7 is about 21.3 MiB — over FiveM’s 16 MiB oversized-asset warning on its own. Use 2048 for the main diffuse of hero weapons, 1024 for most weapons and secondary maps, and 512 or less for small parts.

A 4K texture looks great in a close-up screenshot and terrible in a firefight when fifty players carry different weapons and textures stream in late. Weapons are small on screen most of the time, so resolution is a budget decision — and the numbers are easy to work out.

Choosing texture resolutions for FiveM weapons — illustrated with a FiveM-compatible minimap render

#The memory table

SizeBC1 / DXT1BC7 / BC3 / BC5Uncompressed A8R8G8B8
512 × 5120.17 MiB0.33 MiB1.33 MiB
1024 × 10240.67 MiB1.33 MiB5.33 MiB
2048 × 20482.67 MiB5.33 MiB21.3 MiB
4096 × 409610.7 MiB21.3 MiB85.3 MiB

Including a full mipmap chain (+⅓). Calculated, not estimated.

FiveM warns about assets using more than 16 MiB of physical memory and warns more strongly above 48 MiB. A weapon with a 4K BC7 diffuse, 4K normal and 4K specular map is around 64 MiB — for one gun. See texture formats for which format to pick.

#Recommended sizes

TextureHero / showcase weaponStandard weaponAttachments & small parts
Diffuse20481024–2048512–1024
Normal1024–20481024512
Specular1024512–1024256–512

A weapon fills a small part of the screen except when aiming in first person. 1024 textures on a well-unwrapped model look sharp in almost every situation; 2048 is worth it for weapons players show off.

#Power-of-two and aspect ratio

  • Use power-of-two sides (256, 512, 1024, 2048). Block compression and mipmaps rely on it.
  • Non-square is fine (2048 × 1024) if the UV layout suits it.
  • Upscaling a 1K texture to 4K adds memory, not detail.

#Think in packs, not single guns

Players stream the weapons around them. Twenty add-on weapons at 20 MiB each is 400 MiB of texture memory competing with cars, clothing and maps. Budgets for whole packs are covered in weapon pack performance; skins made with our studio export at sensible sizes by default — see making a weapon skin.

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Questions

What texture size should FiveM weapons use?
1024 for most weapons, 2048 for the diffuse of showcase weapons, 512 or less for small parts. Avoid 4K.
How much memory does a 4K texture use?
About 21.3 MiB in BC7 with mipmaps, 10.7 MiB in BC1, and 85.3 MiB uncompressed.
Why does my weapon trigger the oversized asset warning?
Its textures exceed 16 MiB together — usually 4K or uncompressed textures. Downscale and compress them.
Do textures need to be power of two?
Yes, for reliable compression and mipmaps. Use 512, 1024, 2048.

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Look it up while you work

The reference tables this guide leans on, free and without an account.