These past few weeks we've been dealing with texture bandwidth issues mostly due to the fact that we're using way more textures than is absolutely necessary. This is costing us time and memory on both CPU and GPU for various reasons. This is becoming more and more problematic as more custom/community items are added into the mix.
In order to address this, I've been working on some changes to our shaders to enforce stricter physical-based rendering rules, allowing us to save texture memory, in the near future, by packing more information into fewer textures. I also took the opportunity to add support for anisotropic (e.g. brushed metal, carbon fiber, hair/fur) and translucent materials (e.g. rubber, wax, marble) compatible with our deferred rendering path. Here's brushed metal:
These changes have little gameplay impact but, hopefully, they will translate into into better runtime performance and more material options for item customization.