ok, i somehow got the imression you were talking of per-frame textures prioritisation, my bad.
though you may be searching for empirical hints, it would still be interesting to outline some underlying guidelines for defining an effective texture-handling strategy. for instance, you may want to start with formulating what you actually expect from such a strategy: in the ideal case, you're pursuing a strategy which would allow you at each gpu-idle moment from the frame rendition timespan to have something ready to "pass on" to that gpu (i.e. a mesh with its corresponding textures available locally).
inferring from the above, you may need to constantly keep the following information at hand:
* which of the draw-pending meshes have their textures already uploaded (group A)
* which of the draw-pending meshes need their textures yet to be uploaded (group B)
* which of the already drawn meshes from the scene have texures not to be used anymore, and to what space amount the latter (group C)
knowing the above you may want to arrenge that:
whenever you have a set of geometry to be rendered from A, you pick the best* corresponding texture set from B that would still fit in the room freed after disposing the textures from C.
* the 'best fitness' criterium in the above would be one that selects such a texture set from B, the upload time for which would best match the rendition time of the geom set from A, i.e. generally you pick a bigger texture set to upload whenever you have more geometry to render and a lesser texure set to upload when you have something simpler to render.
from here on you can start searching for factors, could be purely empirical as well, which would help you in achieving the above 'streaming' strategy, utilising best the asyncronous nature of gpu's (cpu-gpu asynchronicity and rendition-dma asynchronicity, or lack thereof, within the gpu itself, and generally stuff like that : )
ugh, despite my wish to be of help i'll have to leave my ramblings at this stage and step back from the soapbox for a while. in the meantime some of the more knowledgeable folks around may step in with actual info on how to achieve texture streamability on this or that gpu (as i suppose Dio did : )