If you want to load a very large number of textures its recommended to choose a compressed texture memory format to save RAM space. You select the texture memory format with Herr Inspector at the FileTexture (EX9.Texture) node.
found this little text about compressed texture formats:
The DXT compression formats are made up of DXT1, DXT2, DXT3, DXT4 and DXT5. DXT1 gives us the most compression by using 4-bits for each pixel but does not require an alpha channel (if it has one then it is 1-bit). DXT2/3 is the same as DXT1 but it uses an additional 4-bits for the alpha channel, thus doubling the size of the image. In the DXT2 format the data is pre-multiplied by the alpha channel while in the DXT3 it is not. The DXT4/5 formats are similar to the DXT2/3 formats with the exception of interpolating the alpha data when compressing the images. DXT2 / 3 / 4 / 5 can give us a compression ratio of 4:1 while DXT1 can give us a ratio of 8:1 / 6:1 (8:1 if we are not using the alpha).
here comes another question in my mind. How do i preload textures with the new rendering system ? means: how do i the trick from the older versions with a quad on a unused render pass to load all textures into memory, even if they are not showed ?