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Redmoon Calculators
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Sprite Sheet & VRAM Budget Calculator

Calcolatore gratuito di sprite-sheet per giochi indie 2D.

Quando usarlo

Use before exporting from Aseprite, Photoshop, or Krita. Catches VRAM problems before they show up as crashes on mobile.

Confronto

Unity's sprite packer reports final sizes after import; this tool predicts them before.

Enter your values below. Calculations run locally as you type.

Come funziona

For N frames at W×H pixels, the calculator finds the grid (cols × rows) whose total sheet is closest to square — a GPU-friendly layout.

VRAM footprint = sheet width × sheet height × (bit depth ÷ 8). It assumes uncompressed RGBA by default.

Animation duration = frame count ÷ FPS.

Domande frequenti

Does it handle padding/margins?

No — the grid assumes packed frames. Add 1–2 px of bleed manually in your sprite tool to avoid sampling artifacts.

What's the optimal aspect ratio?

GPU-friendly: power-of-two dimensions when possible. The grid finder targets near-square sheets.

How is the VRAM footprint calculated?

It multiplies the total pixel count of every frame by the bytes per pixel implied by your bit depth; for example, 32-bit RGBA uses 4 bytes per pixel. The result is uncompressed memory, so on-disk PNG files will be much smaller.

Why does bit depth matter for a sprite sheet?

Higher bit depth stores more color and alpha detail per pixel but doubles or quadruples memory use compared with indexed or 16-bit formats. For pixel art a lower bit depth or indexed palette can cut VRAM dramatically with little visible loss.

Esempio pratico

Input

32×32, 8 frames, 12 FPS, RGBA 32-bit.

Output

Sheet: 128×64 (4 cols × 2 rows). Duration: 0.67 s. VRAM: 32 KB.

Square-ish grid pack: 4 columns × 2 rows = 8 frames in a 128×64 sheet. 128 × 64 × 4 bytes = 32,768 bytes = 32 KB uncompressed.

Errori comuni

  • Assumes no padding between frames — real sheets often need 1-2 px bleed.
  • Doesn't model GPU-compression formats (ASTC, BCn).
  • Power-of-two sizes are GPU-friendly — manually pad to the next P2.

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