[VRChat] Reducing Your World's Size: Texture Resolution and Compression

Created: 2026-09-09

Cutting the size of a world that takes forever to load. Why textures dominate the size, and how Max Size and Crunch compression take effect, compared with real numbers.

You invited people into your world and heard "loading takes a while." Re-entering yourself, you do indeed wait.

Entry wait time translates directly into the number of people who give up right there. The room you built never gets seen.

The cause is usually one thing: textures. This article covers cutting size with almost no visual loss.

Textures taking up most of the size

What You'll Learn

  • The size breakdown, and where to look first
  • How lowering Max Size takes effect
  • Where Crunch compression fits
  • What not to reduce

Start from having read measuring performance.

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Most of the size is textures

A world's size splits like this.

The size breakdown. Mostly textures
ContentsRough share
Textures (images)The majority
AudioNot negligible if you include music
Models (meshes)Small
Scripts, scene settingsTiny

Deleting scripts doesn't cut size. Reducing model vertices changes less than you'd hope.

Textures grow large because of how they scale. Double the resolution and the size quadruples.

ResolutionArea ratio
512 × 5121
1024 × 10244
2048 × 204816
4096 × 409664

Images downloaded from asset sites are often 2048 or 4096. One wall tile does not need 4096.

Put the other way, lowering that alone cuts a lot. The clear location of the fix is what makes size pleasant to work on.

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Hands-On: Halve the size

Measure your world's current size, tidy the textures, and measure again.

1. Note your current size

Open the VRChat SDK's Control Panel and look at the Builder tab.

Building displays two numbers. Note them.

FieldMeaning
Download SizeWhat visitors download
Uncompressed SizeThe size after expansion

Those two numbers are this article's answer key.

2. Find the large textures

Type t:Texture into the Project window's search field. Every texture in the project appears.

Switching to list view via the toggle at the top right makes multi-selection easier.

Start with the largest. Fixing one 4096 beats fixing ten small ones.

3. Lower Max Size

Select a texture and the Inspector shows its import settings.

Lower the Max Size field. Here are the targets.

UseMax Size
Large surfaces like floors and walls1024
Furniture and props512
Distant decorations256
Signs with textKeep 1024 or above

Max Size is a cap. If the original image is smaller, it's used as-is. Lowering it breaks nothing, so try it freely.

After lowering, compare in the Scene view. If it looks blurry, step it back up one level.

You can multi-select textures and set them at once. Batching things with the same purpose is faster.

4. Apply Crunch compression

Further down the same Inspector is a Use Crunch Compression checkbox.

FieldSetting
Use Crunch CompressionOn
Compressor Quality70 to 90

Crunch is compression aimed at cutting the download. The expanded size is unchanged, and the visitor's wait gets shorter.

In exchange, Unity's export takes longer. Processing runs for a while right after you check the box. With a lot of assets that can be several minutes.

Try quality around 90 first and raise it if the look bothers you. For wall and floor textures, even 70 is nearly imperceptible.

5. Look at audio too

If you've included BGM, that matters too.

Select an audio file and set the following in the Inspector.

FieldSetting
Load TypeStreaming for long tracks
Compression FormatVorbis
QualityAround 70

Setting long BGM to Streaming starts playback without loading the whole thing. Short sound effects are fine as they are.

6. Measure again

Build again and compare the two numbers.

Tidying the textures halves the size
FieldBeforeAfter
Download Size
Uncompressed Size

Dropping to nearly half from texture tidying alone isn't unusual.

Once the numbers drop, enter and check the look. Being satisfied with the numbers and noticing "it's blurry" later is the biggest waste.

What not to reduce

Lowering everything isn't the answer. Some things visibly suffer.

Keep resolution for text and things seen up close
What to keepWhy
Signs with textThey become unreadable. Unreadable guidance means people get lost
Things seen up closeProps held in hand, exhibits people lean into
Large non-repeating artPosters and murals show the coarseness directly
Normal mapsCompression makes the bumps ugly

Conversely, what you can lower decisively is equally clear.

  • Things that only appear as distant background
  • Finely repeating tile and flooring
  • Things that only exist in dark places

Decide by how close visitors get. Keep resolution only for things people approach to touching distance.

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Common Pitfalls

  • The numbers don't drop → Large textures remain. List them with t:Texture and work down from the top
  • It looks blurry → You lowered too far. Step back up one level. Signs especially need care
  • Export won't finish after enabling Crunch → Processing takes time. Wait
  • The audio got worse → Raise Quality, or go easy on compression for sound effects only
  • Not enough headroom on Quest → The budget is far tighter than PC. Lower the Android settings separately
  • Upload gets rejected → You're over the limit. Cut further from textures

Bonus: Good to Know Up Front

  • Settings can be split per platform: Texture settings can differ between PC and Android. See supporting Quest and phones for details
  • Reuse the same assets: One wall type reused beats five similar ones — lighter, and more visually coherent
  • Keep the originals: Max Size is an import setting, so the source image is preserved. You can go back later
  • Build the habit of measuring early: Building right after adding assets and checking the numbers shows you where it ballooned
  • Short entry is part of the experience: A world that doesn't make you wait makes a better impression by that alone. Trading a little visual quality for ease of entry is worth it

Summary

Reducing size is texture tidying.

  • Most of the size is textures. Double the resolution, quadruple the size
  • Lower Max Size. It's a cap, so lowering breaks nothing
  • Cut the download with Crunch compression
  • Don't lower text, or things seen up close

The question to ask before lowering something is: "How close do visitors get to this?" If it only exists in the distance, lower it decisively.

To run the pre-release checks, go to the pre-release checklist. To widen your device support, go to supporting Quest and phones.

VRChat Notes in this section63