Are the textures buffered from memory(RAM) for each Draw Call/Frame or are cached in VRAM.
As per my research, I believe in the former case, if it is, then isn't the second approach a better option?
For example, in First Person Shooter games, the weapon is going to be rendered 98% of the time, so are those weapon textures cached by the GPU locally?
I am not sure about this, so I hope someone could explain this.