Reading memory estimates
Resident and fully loaded
A resident estimate describes the currently represented lighting allocation. A fully loaded estimate describes the complete asset footprint represented by the panel.
For virtual lightmaps, per-texture residency reporting is limited. Treat those values as estimates of texture footprint, not a precise accounting of the shared physical tile pool.
Disk size and GPU use
Build Data On Disk describes saved packages. It does not include unsaved changes and is not the amount currently occupying GPU memory. Lightmap GPU Memory describes texture estimates; virtual-texture residency also depends on shared pools and the camera's demand.
After lowering resolution, rebake and save before comparing disk size. After changing only a live filter, do not expect the saved lighting payload to shrink.
Shared resources
Repeated use of the same lightmap texture does not mean a separate full texture allocation for every instance. The asset list counts unique textures.
Prefab captures are shared and deduplicated in the lighting estimate. This covers captured lighting, not the full geometry and material cost of every prefab instance.
Compare changes fairly
- Save the level and build data.
- Select the same scope each time.
- Refresh.
- Compare the affected asset group and total, not just one texture.
- Check actual runtime performance separately on the target device.
Use the asset groups to identify the largest lighting cost. Reduce unused probe coverage, excessive lightmap density, or shadow detail selectively, then check the result in the same scene.