How much texture data in mb can unity handle?

I’m looking at a project that would potentially have 390 mb of compressed DXT5 textures in a single map.

Now, onscreen, there would only be like 64 mb textures max.

I am just wondering, how does unity handle textures stored in memory?

Will unity dynamically read in and read out textures from the GFX memory based on whats needed? Can it do this well? The areas in which different textures will be used are going to be fairly sectioned off from one another. So it will not constantly be needing to read in and out texture data, just when the character enters a new room.

Will this work smoothly? Or will there be some serious issues if the game is ran on a 128 mb video card?

Unity should handle this smoothly - the video memory is unlikely to be an issue.

To answer the question: Unity does what you tell it actually.
if you place it all in the scene it will be moved into RAM when you enter the scene. If you want to control that, you can spawn the things manually through Resources.Load or the corresponding AssetBundle capabilites

The move to VRAM happens as it is required for rendering