Quick answer: Detect non-power-of-two textures and resize or pad them, so they use efficient compression and stay memory-friendly.
Non-power-of-two textures quietly waste memory on some platforms. Detecting and fixing them helps. Here is how.
How to fix it
1. Detect NPOT textures
Flag textures whose dimensions are not powers of two where it matters.
2. Resize or pad
Adjust them to power-of-two dimensions for efficient compression.
3. Verify quality
Confirm the change does not visibly harm the texture.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.