I can’t answer you on the forcing part, but to say I think there is little you can do.
The biggest piece of advice I can give is, avoid textures and spritesheets over 2048x2048 in size and most of your troubles will be gone.
The biggest issues I have had to deal with in the past are:
- Massive textures that are larger than the maximum size of texture buffers on low-end devices
- Too many textures in use at one time (all devices have a limited number of texture buffers; but finding the sweet spot is difficult).
- My typical solution is first to ignore this. And check if it is a problem later in the game.
- However, if I do know that the client (usually for me this is encountered on client projects) intends to have lots of art, then I will plan a bit in advance. That planning involves finding a way to group textures that will be used at the same time in one or more texture sheets. That way, I can have them all loaded together.
- The issue you can easily run into is ‘texture thrashing’ where you are constantly loading and unloading texture units because you planned badly. It easy to ‘outsmart oneself’ by optimizing in advance and making a bad choice.
I must say, I rarely encounter issues with textures in my own (lo-fi games and client’s games) as long as I remember not to use huge sprite sheets and textures.