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Why your car pack eats a player's memory

A hundred add-on cars will bring a server to its knees long before the models do. The paint sheet is 4K, the dirt map is 4K, the interior nobody looks at is 4K, and half of it is stored uncompressed. Here is how to measure that and cut it without touching the car.

Where a car wastes memory

Cars are the worst offenders in most servers, and it is rarely the mesh. It is that a vehicle ships a full set of sheets — paint, dirt, specular, normal, interior, badges, plate — and a modeller working in single player has no reason to shrink any of them.

Dirt maps are the clearest example. A dirt overlay is low-frequency noise. At 4096 it is indistinguishable from the same map at 1024 and costs sixteen times the memory. Interiors are the next: they are seen from one seat, at one distance, and almost never at the resolution they ship at.

Multiply by the pack. One car at 180 MB of textures is a curiosity; forty of them is the reason players time out on join.

Measure before you cut

Drop the car in and every texture inside it is opened and described: dimensions, format, whether it carries mips, and what it costs in memory. The total is shown before and after the proposed trim, so the decision is a number rather than a feeling.

1Drop the carzip, rpf or loose files2Readevery texture measured3Choosecap, floor, what to keep4Buildsame names, same tree
The ceiling starts at 2048 and the floor at 256; both are yours to change.

Anything at or below the floor is left alone. Anything above the cap is scaled to it. Anything stored uncompressed is compressed, which is usually the biggest single line on the bill and changes nothing on screen.

The model is not touched

This tool rewrites textures. It does not rebuild the .yft, does not move the skeleton, does not touch handling, glass or the collision — so the car that comes back behaves exactly like the one that went in, and the export is safe on a car already live on your server.

Two changes are opt-in for the same reason. Squaring off a non-power-of-two texture resizes artwork you did not ask to shrink. Generating detail levels for a model that shipped without them is real work on the mesh — it takes minutes on a car, so it goes on the job queue and the page waits for it.

Free on a plan

The Vehicle Optimiser costs nothing on any plan, and nothing inside a credit pack's perk window. Optimising is the thing you want to do to a hundred cars, and a per-export price would stop you doing it.

Whether an upload is a car is decided from the files themselves — a vehicles.meta, carvariations.meta, carcols.meta or handling.meta, or a .yft with no map files beside it. Not from which page you opened, which is a claim the browser makes and the server cannot check.

Try it free

Create a free account, join the Discord for your credits, and build your first asset in minutes.