---
title: "Cycles Texture Cache — Blender Developers Blog"
url: https://daily.dev/posts/cycles-texture-cache-blender-developers-blog-wet3y8vwp
source_url: https://code.blender.org/2026/05/cycles-texture-cache
type: article
source: "Blender"
published: 2026-05-01T11:54:03.973Z
updated: 2026-05-04T12:37:39.130Z
tags: ["blender"]
reading_time: 6
upvotes: 0
comments: 0
language: en
---

> ## Documentation Index
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# Cycles Texture Cache — Blender Developers Blog

**[Blender](https://daily.dev/sources/blender)** · 6 min read · 0 upvotes · 0 comments

## Summary

Blender 5.2 LTS introduces a Cycles Texture Cache that dramatically reduces memory usage when rendering scenes with many image textures. The system generates .tx files containing only the tiles and resolutions needed for rendering. It works across CPU and all GPU backends using a batch-load-and-relaunch approach for GPU kernels, with cache eviction tied to Blender's existing tiled rendering system. Ray differentials were added to the native SVM shading system for proper mipmap level selection. The feature is already available in daily builds, with further improvements planned for render farms, viewport interactivity, and packed texture support.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://code.blender.org/2026/05/cycles-texture-cache>

---

Tags: [#blender](https://daily.dev/tags/blender)

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