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What's really "goog" is that the game is at least providing some forum amusement, if not actual game amusement, and it also serves to illustrate that overpriced, low-effort games now deserve all they get from irate customers. Why some rubes still think this game is even worth hard drive space baffles me - the company made a grovelling apology for the state of the game and then sacked all the development staff and shut down the game development section of the company for all time, FFS! Is that not lost on you? regardless, may the lesson not be lost on other game developers. The company over-reached it's talent and deliberately hyped the game so that the lemmings pre-ordered it in droves. I bet they won't be doing THAT any more. 🤣
Not really easy to answer what exactly the developers meant by textrure streaming. It could mean several things.
All in all it is about managing the limited memory your GPU has. If that isn't enough, data will be outsourced to the RAM of your PC and takes a huge toll im performance.
Textures take a lot of GPU memory and so when you move around in an open world or just large levels, there should be as minimal textures hosted in your memory as possible. So when you enter new areas, the old textures should be released from memory and the new ones should be loaded.
This is not only for textures as a whole, but also for different resolutions of them.
In graphics programming we use MipMaps. That means, when you have a texture of a certain size (e.g. 2048*2048) we also store smaller versions of the texture in memory (like 1024*1024, 512*512, and so on down to 1x1 pixel versions).
In the easiest case, all those different resolutions will be held in memory right from when you first load the texture. But that obviously needs even more memory.
MipMappings are important for the quality of the rendered scene. If objects are far away, a lower resolution version of the texture is used, otherwise ugly alias effects could happen, if you just always use the original highres texture.
So in this context texture-streaming could also mean, that only fitting mip map levels will be held in memory. If you are far away, only the small mipmaps, and the closer you get to the rendered object, the higher resolution mimaps will be held in your GPUS memory.
My hot take here is: With Texture Streaming they try to optimise the amount of memory needed, so that everything fits into your GPUs memory, but they don't do it very well, and so freezes and micro stuttering happens.
If you can play the game fine without Texture Streaming, then just don't use that option. If you still experience issues there, then that would hint, that the GPU VRAM is not sufficient without streaming, and things are getting swapped into the PCs ordinary RAM. In that case, both options suck, which wouldn't be a surprise regarding this game. But obviously could also have other performance issues.