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The game only uses around 1GB of VRAM. Don't use the "texture detail" setting in the video options, but do put these into steam launch options:
+vt_pageimagesizevmtr 16384 +vt_pageImageSizeUnique 16384 +vt_pageImageSizeUniqueDiffuseOnly 16384 +vt_pageImageSizeUniqueDiffuseOnly2 16384
It'll use around 2GB of VRAM with those, and you will hardly ever see any texture popping. Although, I have to say, even without those commands the textures do appear very rapidly and most people would not notice.
After you enter those launch options the "texture cache" size will say "small", but just leave it like that.
This helped quite a bit. I still get the blurry textures the first time I look at something, but after that the textures stay loaded. Made the game much more playable, thanks!
Due to how the game is made, you can't remove that "initial" blurry textures super short thing without turning off the texture BIAS. It's part of the system where each texture are initially loaded at full sizes, but reduced to the lowest quality, fused into atlas then updated based on the distance between the camera (player) and the mesh (texture) in the scene so that only close mesh have their texture's quality raised. The whole process (for the whole scene) takes about 1 sec or less (and it's managed by the RAM... not the VRAM so having a 750Ti or a GTx730 doesn't change anything on the speed to do the process.)
To be honest, I don't actually see what your point is, beyond technical semantics?
Also, there's no such thing as a GTX 730. But the GT 730 I know of has a standard memory config of 1GB of VRAM. So yes, using the most common GT 730 might "change things", because you wouldn't have enough VRAM to run those commands I posted (they require minimum 2GB of VRAM)
That initial texture popping only happens at the beggining of a level. Those commands, regardless of the technical working of it all, make the VRAM use a cache double the size of the default. This can be observed simply by looking at a simple VRAM usage graph, or even just by looking at the game and seeing that there is virtually no texture loading beyond the first few seconds of when you load a new area.
We're not talking about speeding up the process of texture transcoding, we're talking about keeping those textures in the VRAM, rather than flushing them out constantly and loading them back in all the time.