# Choosing texture resolutions for FiveM weapons

> Pick the right texture size for FiveM weapons: exact memory cost of 512 to 4096 textures with mipmaps, oversized-asset warnings and recommended sizes.

Source: https://fam-tools.com/guides/fivem-weapon-texture-resolution · FAM Tools · published 2026-09-11 · updated 2026-09-11 · about 9 min

**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.

## Key points

- BC1 = 0.5 byte/pixel, BC7/BC3/BC5 = 1 byte/pixel, mipmaps +33%.
- 4096² BC7 ≈ 21.3 MiB — one texture trips the 16 MiB warning.
- 2048 for hero diffuse, 1024 for most, 512 for details.
- Always power-of-two sizes (512, 1024, 2048).
- Normal and specular maps can often be half the diffuse size.

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.

## The memory table

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

| Size | BC1 / DXT1 | BC7 / BC3 / BC5 | Uncompressed A8R8G8B8 |
| --- | --- | --- | --- |
| 512 × 512 | 0.17 MiB | 0.33 MiB | 1.33 MiB |
| 1024 × 1024 | 0.67 MiB | 1.33 MiB | 5.33 MiB |
| 2048 × 2048 | 2.67 MiB | 5.33 MiB | 21.3 MiB |
| 4096 × 4096 | 10.7 MiB | 21.3 MiB | 85.3 MiB |

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](https://fam-tools.com/guides/fivem-dds-texture-formats-dxt-bc7) for which format to pick.

## Recommended sizes

| Texture | Hero / showcase weapon | Standard weapon | Attachments & small parts |
| --- | --- | --- | --- |
| Diffuse | 2048 | 1024–2048 | 512–1024 |
| Normal | 1024–2048 | 1024 | 512 |
| Specular | 1024 | 512–1024 | 256–512 |

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](https://fam-tools.com/guides/fivem-weapon-pack-performance); skins made with our studio export at sensible sizes by default — see [making a weapon skin](https://fam-tools.com/guides/make-a-fivem-weapon-skin).

## 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.

## Related

- https://fam-tools.com/guides/fivem-dds-texture-formats-dxt-bc7
- https://fam-tools.com/guides/fivem-mipmaps-explained
- https://fam-tools.com/guides/fivem-weapon-pack-performance
- https://fam-tools.com/guides/ytd-texture-dictionary
