Lets say I want to make a checkerboard tiled floor for example.To best use as little memory as possible and meet the desired criteria for the intended design, which do we use, down to the byte?
I have serious technical questions few can answer, so if you are the exception, please speak up!
How much data does it take to save a pixel? 8 bits? That’s a byte? So a 100 bytes for a 10x10 texture that repeats?
How about a mesh of one triangle, three vertices. That’s a three 32point floats. So ~1kB for a few hundred triangle mesh maybe.
500x500 image texture in Roblox. All one, solid, blank, super no-lossy compressionable white. Does it use less data through compression? Or 500^2 pixel equivalent?

The desired ability is to decide on say this:
“mesh execution will require 1000 units of memory, decal 500.” and be able to decide (at that case) the better option, using decals based on memory calculation.