We are having slow loading on devices with slow hard drives (very noticable even on assets with ~3 textures), which disappears when we reduce the textures qualities to 64x64 textures (did not try anything in between, It was just to show that textures has a big impact in loading).
We are trying to solve this by having low quality textures set as reference and then when the object is instantiated load the high quality texture async and then lerp the mipmaps to make the texture swap from low to high less poppy.
The problem is that this causes a lot of assethandling, either resulting in more work, or more loadtimes in the editor when working with the textures, and a big risk of bugs when working with those textures.
Is there a way to load textures over time, where the visuals start with the highest mipmap (so very low resolution textures) and then stream the higher qualities in over time.
TextureStreaming does not seem to do this, no visual change in textures happen (they instantly show full resolution) and the same lag happens.