I did some more testing, and it seems that:
1: Raw texture size checks out, these are 1/2 or 1/4 size textures.
2: VRAM use depends on the number of sub-materials in each material
3: VRAM use depends on how many materials you assign, even if they use identical textures. So having one material for torso and one for hips instead of applying the same uses more VRAM. It really seems strange but consistent. This is demonstrated, as applying the same material to several DAZ material zones lowered the RAM use.
So taken together it seems that a texture uses VRAM each time it's loaded into a slot in a given material, even if the textures are identical.
The RedSpex shaders are set up with seperate materials for EACH DAZ materials, and each is comprised of around 4 submaterials, so I think that's what's going on.
Again, this is not a plugin issue, RAM usage is exactly the same in the standalone, but it's somthing I didn't know, and something to be aware of when choosing materials. For instance, you can forget about doing much else than a single genesis figure and a simple background with the Redspecs shaders and a 2 gig card
