1. A method for accessing texture data, comprising: storing a low resolution version of a block of texture data in a low latency memory; performing a graphics rendering process using the low resolution version of the block of texture data; storing a high resolution version of the block of texture data in high latency memory; upon a request for the high resolution version of the block of texture data, fetching the high resolution version of the block of texture data from the high latency memory to the low latency memory; subsequent to the request and prior to arrival of the high resolution version of the block of texture data into the low latency memory, continuing a graphics rendering process by accessing the low resolution version of the block of texture data from the low latency memory until the high resolution version of the block of texture data is fetched into the low latency memory; and predicatively fetching a plurality of blocks from the high latency memory to the low latency memory by accessing respective proximity usage bits for each of the plurality of blocks, wherein the proximity usage bits are configured to indicate potentially visible blocks in a scene.