There are no "100% sure way" guidebooks how to do efficient 3D gfx, but trying to group your textures and models (surfaces) sensibly is usually the best option, and keeping you triangle batches high enough (2000 polys and up if possible) to avoid stalling. AGP will take care of the texture swapping (main mem <> VRAM), you don't need to cram them all in at the same time - but that would be the best / fastest case. Buffers and geometry take surprisingly lot of VRAM too, so textures are not the only thing that need fast memory.
About Texture Limits
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