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Transports still spend 40-46ms decoding textures during a model load even though the async path pre-decodes them on a worker and hands the cache to the renderer. Two explanations fit: the load is taking a synchronous route that never sets the cache, or it is set but the lookup keys do not match what the worker stored, so every texture misses and decodes inline. Count the textures served from that cache during a load and report it alongside the timing. Zero on a slow load means the cache is being missed; a healthy count means the time is somewhere else entirely.