I frankly find the idea of wasting 33% of GPU ram to store RGB images (i.e. the most common type of image maps) unacceptable.B.Y.O.B. wrote: Mon Feb 08, 2021 7:51 pm I have no precise measurements of the used GPU RAM, but the task manager graph shows that your suspicion is probably right, as there's no difference in memory usage between 3 and 4 channel images.
I guess I will ditch the support for hardware image maps sampling.
P.S. you may able to increase memory usage by using 16bit PNG or an HDR format for the texture map.