Documentation is work in progress and not completeEditor
GPU Constraints and 3D

GPU Memory Management

VRAM Budget

FlashFX estimates an available VRAM budget based on:

  • -GPU tier detection (see GPU Tier Detection section)
  • -Canvas dimensions
  • -Browser-reported device memory hints

The VRAM budget is shown in the Performance panel (View -> Performance).

Texture Memory Usage

Every image and rasterized element occupies GPU texture memory. Images are stored in GPU memory at their pixel dimensions regardless of how small they appear on canvas.

Image SizeUncompressed GPU Texture Memory
512 x 512~1 MB
1920 x 1080~8 MB
3840 x 2160~32 MB
8192 x 8192~256 MB

Texture Compression

FlashFX uses compressed texture formats where supported by the device's GPU:

  • -BC (DXT) compression — supported on all desktop GPUs; reduces texture size by approximately 75%
  • -ETC2 compression — supported on mobile GPUs and some desktop GPUs
  • -ASTC compression — supported on modern mobile and Apple Silicon GPUs; best quality/size ratio

When a compressed format is available, FlashFX uploads textures in compressed form, significantly reducing VRAM usage and texture transfer time. The compression happens during the import/upload process and may take a brief moment for large images.

Texture Eviction

When VRAM usage approaches the budget limit, FlashFX evicts the least recently used textures from GPU memory. Evicted textures must be re-uploaded from CPU memory when they are next needed, causing a brief rendering stutter.

Signs of texture eviction:

  • -Momentary white flashes on image elements during playback
  • -Stuttering during scrubbing through a composition with many images

Solutions:

  • -Reduce image source resolution before import
  • -Reduce the number of simultaneously active large images
  • -Upgrade to a device with more VRAM