Let’s say I create a Texture2DArray like so
var texArray = new Texture2D(GraphicsDevice, 4, 128 * 128, false, SurfaceFormat.Color, ARRAY_SIZE);
Now let’s assume ARRAY_SIZE is 1000, the overall size of the texture-object one would expect should be:
(4 * 128 * 128) * (1000 times) * (4 BYTE) = 0.262144 gigabytes.
But for some unknown reason it takes up to ~1 gigabytes… why?