From
this link I found on google
>It stutters because the engine is loading the textures into vram...the only
>way to avoid this is to preload all your textures into memory first, so that
>they are available for streaming straight away IMO.
Dave is right. One way of accomplishing this is to show all the
textures of the scene in front of the camera when the 3D sprite appears
on the stage (it might be covered with an "initializing..." overlay or
being 1x1 pixel so the user doesn´t notice the trick). That way, the
textures get loaded into VRAM.
So I'm wondering, is it possible to put all the textures found in a level on a giant plane, place it deep enough so the entire thing is visible and then remove it at the beginning of each level before anything else is drawn and before mission time begins?
And if this were possible, it would even better to not have to see this (screen is blanked until it's removed)?
This thread seems interesting too.
I know your coders probably know about these things and already considered them, but I'd feel better if someone came out and said "Nope, already tried it, it doesn't work because of xyz".