On my rig, in DX10/11 mode texture redrawing only happens
once for one area of map (first time you scroll to it). But, if I switch to DX9 mode, it happens constantly. There is even additional drawing when zooming it (never happening in DX10/11) mode.
By the way, it
is working as designed.
http://www.pcgameshardware.com/aid,...h-Interview-What-DirectX-11-is-good-for/News/
From article:
2) DirectX 11 offers Direct Compute 5 for GGPU calculations. In what way does it allow you to optimize, simplify or speed up the rendering process in your game (e.g. post effects)?
Civilization V uses the Direct Compute Features for a new proprietary variable bit-rate texture compression. Users will notice that on high end DX11 native hardware, the leaders will appear almost instantly, regardless of how many civilizations are present. There will also be no paging-in on the textures in the background as they are loaded since the 2gigabytes of leader textures compress to less then 150mbs altogether. This type of compression was, until recently, considered impossible or impractical, but we believe this is just the tip of the iceberg for what can be done with Direct Compute.
One big difference in the DX11 version is the terrain. On DX11, we are able to have a much more detailed terrain, since we are able to get a 4x compression on the textures. This allows us to keep most of the terrain cached. The DX9 players will notice some paging while they go to new parts of the map however; this is generally a non-issue on the DX11 version. We were also able to have specularity on the terrain, so players will notice marshes and snow that reflect the sun. The DX11 version also has a more detailed fog of war (on the higher settings), which uses weather simulation dynamics for a more realistic cloud movement.
Now, it may be that DX10/11 mode is not fully "streaming-proof". But in DX9 mode it is much bigger issue when in DX10/11. In DX9 mode, all texture take much more memory space, so they need to be reloaded more often.
In your case, maybe because it's late game, there are just too many textures to handle even for DX10/11 (and you do have 512MB of video ram).
I would try a few things:
-does the issue happen less often if textures are changed to Low setting?
-does it happen less often if you switch to lower screen resolution?
-it is known that using AA takes additional video ram. Does turning it off reduce the issue?
For reference, I use 1280x1024 resolution (AAx4) and my GPU is 4850 with 512MB video ram. In my late game on standard map, when I discovered all tiles in the world, texture streaming only happens first time I scroll to some part of the map. And never again (until I load some other save or such).
Also, in DX9 mode, with late game save, RAM consumption is 3.6GB on my machine (4GB). But in DX10/11 mode, it's 3.1GB.