I increased the streaming pool size, but sadly this seems to only half-fix the problem. While it help with keeping textures in memory once already loaded, the first load of a texture seems to be happening excruciatingly slowly. In my case, a VR game, the loading speed is even less than what is shown on the video above. And residency pools are at half capacity.
I have not been able to find the bottleneck yet unfortunately. My current thinking is that it’s either some hard I/O constraint for not loading too many tiles each frame, or perhaps it’s something on the render thread that’s limiting how many tiles can be loaded each frame.