New to Profiler- help interpreting these Texture Memory stats

I’m very new to using Profiler, and im not getting many FPS drops during normal gameplay,
but Just looking at this, this seems…high lol.

But I’m getting about 60-80 FPS in normal gameplay, only noticed it trying to pin point some GC spikes.
Is this related to just the total Textures in my project? I try to compress an reduce the file sizes as much as possible, and it seemed like they’d been optimized, until I noticed this.

One note, this is a “master” project, that basically has ALL my environment and character assets, my assets folder is 30GB and Library is 70GB, but well organized so I can essentially “extract” the parts I need into a smaller project before building. So is this just representative of the massive amount of textures I have in the project, or is this all per-FRAME?

I’m assuming you are profiling the Editor? As the toolbar for the Memory Profiler Module’s Details is trying to highlight, memory usage in the Editor can be quite drastically different to that in a build.

That said, this is the total amount of commited memory used by the entire Editor at that point in time. Playmode memory usage is deeply intertwined with “Editor only” memory usage and can’t be separated. Further, in the Editor, all textures that are loaded into memory are treated as Read/Write enabled, regardless of importer settings, effectively doubling their committed memory impact, as there constantly remains a CPU copy in memory even after they are uploaded to the GPU.

What textures the Editor has in use at any time is also not reflective of what would be used in a build. This goes beyond “just” icons used to draw Editor UI and stuff like previews shown in inspectors or Asset Browser Windows. For example, sprites AND their atlases end up in memory, etc.

Also note that the import settings affect size in memory and/or size on disk, with the size shown in the texture importer preview window being for the size on disk, not in memory, which can be bigger.

If you are concerned about the memory usage in the editor, then memory profiling the Editor might be worthwhile, but otherwise you should make a build and profile that. And if you want to see more details on what textures are loaded and how much they take up, you should take a snapshot from your built Player (or Editor) with the Memory Profiler package and use that for further investigations.