I'm very confused by this. My 1060 6G uses significantly less Vram with texture streaming on.
I still believe when you turn on texture streaming it uses less Vram. I did a little digging in to the unity manual.
I'll test this out tomorrow and post pics showing my results with text stream on and off.
So
@SylenThunder could you be misinformed about how texture streaming works?
Texture Streaming
"The Texture Streaming system gives you control over which mipmap levels Unity loads into memory. This system reduces the total amount of memory Unity needs for Textures, because it only loads the mipmaps Unity needs to render the current Camera position in a Scene, instead of loading all of them by default.
It trades a small amount of CPU resources to save a potentially large amount of GPU memory.
With the Texture System, you can also use the Memory Budget to set a total memory limit for all Textures to use in a Project. The Texture Streaming system automatically reduces mipmap levels to stay within this budget.
You can use the Texture System API to request specific mipmap levels for specific Textures. Unity provides sample C# code that duplicates the engine logic for mipmap selection, which you can use to override the engine logic for your own Projects. For more details, see Texture Streaming API.
In Unity’s Viking Village demo project, Texture Streaming saves 25–30% of Texture memory, depending on Camera location."
Source:https://docs.unity3d.com/Manual/TextureStreaming.html