This is something I'm wondering again (asked during 1.10 preview but never got a definite answer from anyone) after visiting the infamous Furnation SkyMall, which can take upwards of 10 minutes for me to fully load nearby content!
However, what I tried to figure out (to little avail since EVERYTHING was slow) was if occlusion culling is being used to determine the order in which textures are downloaded?
It seems like a logical improvement to make using it, ie; load textures in unculled cubes first, then once they're done begin loading ones that are not visible. Or alternatively devote more bandwidth to nearer textures (as much as is needed to get close to a good loading time as possible, all of it if necessary as in the previous method), with any reasonable bandwidth left over being passed over to the invisible textures so they aren't grey when they become visible.
Doing this for other forms of content (e.g preloaded sounds and even primitives) would be good too where possible. While it is primarily a rendering optimisation tool, it is perfectly suited to determining the order content is delivered, and could make a loading world quite a bit more responsive and quick (especially in regards to buildings like homes).
I've also posted a topic a little while ago about improving the culling itself, as far as I can see and understand it that is. It could be a load of ignorant fluff on my part, but I'd like to know if any such tweaks and continued improvement to occlusion culling are currently being worked on or are genuinely coming soon? We get a lot of things said that "Are coming soon" but are in fact in a queue that could take many updates to even start, whereas more performance is always better sooner rather than new features, which can come later.
The topic is titled Occlusion Culling Tweaks and details a few observations I've made and ideas on how to improve them for greater overall performance.
Thanks!