Obviously: It depends on the format.
Let's take a 256 by 256 pixel square texture. If it's uncompressed 32-bit with an alpha channel (Color
in XNA) then it takes 256KB (256*256*4
bytes).
16-bit formats (eg: Bgr565
) will obviously be half the size (- 128KB).
Then you get onto the compressed formats. In XNA you have DXT1, DXT3 and DXT5 (also known as S3 Compression). This is a lossy compression format. It is also a block-based format - which means that you can sample from it (because you know which block a pixel is in). It's also faster, because you use less bandwidth.
The compression ratio of DXT1 is 8:1 and for DXT3 and DXT5 is 4:1.
So a DXT1 image of 256x256 is 32KB. And DXT3 or DXT5 is 64KB.
And then there's mipmapping. If this is enabled, this creates a series of images in graphics memory each half the size of the previous. So for our 256x256 image: 128x128, 64x64, 32x32, 16x16, 8x8, 4x4, 2x2, 1x1. A texture with mipmapping is approximately 133% the size of the original.