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Cut what an MLO or map costs to stream

Players stutter walking into your new interior, and the resource is only 90 MB on disk. Disk is not the bill. Here is how to see what an MLO actually costs in memory, and what is safe to cut without changing how it looks.

Why an interior stutters

Everything in an MLO streams in together. Walk through the door and the game pulls every texture the interior names, at once — which is why the symptom is a hitch at the threshold rather than a slow, even framerate.

Map packs collect content from many sources, so the texture budget inside one is usually wildly uneven: a hero wall at 4096 next to a skirting board at 4096, several copies of the same wood grain under different names, and a share of it stored uncompressed because whoever exported it never changed the default.

What the scan reads

Every texture container in the upload is opened — loose .ytd dictionaries and the ones embedded inside models — and each texture is measured from the file itself: size, format, mips, and what it costs a card. Packs past 400 textures report that they were truncated rather than quietly cutting the list short.

1Drop the resourcethe MLO or map pack2Measureevery texture, by memory3Trimcap, compress, drop unused4Rebuildsame tree, same names
The memory bill is shown before and after, per texture and in total.

What nothing samples

Map packs carry dead weight more than any other kind of upload, because they are assembled. The scan collects every texture name the models in the package sample — through every sampler a GTA shader can name, not just the diffuse — and reports the rest as unused.

Dropping those is opt-in and worth reading first. If the pack ships no model at all, nothing is reported as unused: the shader that samples a texture may live in a file you were never given, and guessing there would strip a texture another resource depends on.

Models shipped without detail levels are named too. A prop with no Medium or Low is drawn at full detail from across the map, and on a map pack that adds up faster than the textures do.

Keeping the look

The floor exists so the trim never touches what it cannot improve: at 256 and below a texture is left exactly as it is. The hero surfaces you actually want at 4096 can be pinned individually — mark them keep and the cap steps around them while everything else comes down.

What comes back is your own resource: same folder tree, same file names, textures rewritten in place. The .ymap and .ytyp are untouched, so nothing about placement or the interior definition moves, and the install is replacing the folder.

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