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> All the textures and models are loaded into the GPU once, when the game loads, then re-used from VRAM for every frame. Otherwise, a scene with a lowly 2 GB of assets would cap out at only ~30 fps.

Ah, not really these days, textures are loaded in/out on demand, at multiple different mipmap levels, same with model geometry and LOD's. There is texture and mesh data frequently being cached in and out during gameplay.

Not arguing with your points around bus speeds, and I suspect you knew the above and were simplyifing anyway.


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