So, I'm having a little problem. Not sure if it's my stupidity or what, but here goes - I'm building one uber scene with all of my assets inside. I'm at a point where I create materials and here's where it gets interesting. I wanted to have one uber material for all the assets that share the same texture set, and control the maps via shading variables on object level. So I went ahead and created the mastah material with empty texture map files and used shading variables to specify the location on the drive. And shieeeeeeeeeet - viewport performance went south. Like, 100 to 0 real quick. It's not smooth even though there are only 2 spheres and a plane! I created a video to demonstrate the issue:
https://vimeo.com/270202092
As you can see, rotating and panning is not interactive at all. I've had scenes with a LOT more geo in it and it was working without any problems. The issue (or not?) happens whether I use .jpg or .tx files. I have 12 GB of cache set for streamed files, everything is located on an NVMe SSD with over 3GB/s read speed so I do not think that hardware is the botleneck.
Just to clarify - when I import the textures inside Clarisse, create new material for each object, it's all working fine. It's only like that when I import the textures via shading variables. Is it normal? Or am I just missing something? I guess I could just import all the maps and create one shader per object but it's not fun (and we want fun, right Sam?

Can you elaborate?
Also - I think I may have found a bug. Let's say we have context A locked to the viewport. All good. Now, create context B outside of context A, instantiate context B into context A so that the content of context B is also displayed (love that sentence). And here's the bug - if you import some geo into oryginal context B - Clarisse will crash. Upon restarting the imported stuff will be there - but still, shouldn't have crashed.
Cheers to y'all