Minimizing texture swapping
This one is fairly straightforward. If memory bandwidth is a problem, then we need to reduce the amount of texture sampling we're doing. There aren't really any special tricks to exploit here since memory bandwidth is all about throughput, so the primary metric under consideration is the volume of data we're pushing.
One way to reduce volume is to simply lower texture resolution and, hence, quality. This is obviously not ideal, so another approach is to find clever ways to reuse textures on different meshes, but using different Material and shader properties. For instance, a properly darkened brick texture may appear to look like a stone wall instead. Of course, this will require different Render States, and hence, ...
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