Memory, Textures, and Palettes on PlayStation 1
While studying PlayStation 1 memory for asset importing, I had to separate three things: game data, graphics, and sound. Each uses a different memory region, so calculating the total size of a scene was not enough.
A scene can leave space in main RAM and still exceed VRAM capacity with its textures. Resident sounds have a separate limit as well. Understanding that separation helped me decide what the engine needed to show when reviewing assets before export.