Quick answer: Pack sprites tightly into fewer right-sized pages, enable GPU texture compression where quality allows, and split rarely-used sprites out of the always-loaded atlas.

Your game's texture memory is dominated by sprite atlases that are far larger than the visible art. Half-empty oversized pages and uncompressed formats are wasting VRAM.

How to fix it

1. Pack tightly into right-sized pages

Reduce the max page size and enable tight/rotated packing so pages are mostly full; a 4096 page that is 20% used wastes the rest of its allocated VRAM.

2. Compress where you can

Enable GPU texture compression (such as ASTC or DXT) for atlases that tolerate it; uncompressed RGBA32 uses 4 bytes per texel across the whole page.

3. Split by usage

Separate sprites used only in specific scenes into their own atlases loaded on demand, so the always-resident atlas holds only what is needed everywhere.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.