Texture mapping is commonly used to make images realistic in most current graphics systems. Texture mapping, however, requires high memory bandwidth and low memory latency to obtain good performance. Recently, a few studies have been carried out to use a cache memory system in texture mapping in older to overcome these problems and those studies show that the cache is useful for texture mapping. Miss distribution of texture cache is analyzed and we find out that quite a few conflict misses occurred by period. Considering this fact, cache systems such as Victim, Half and Half and Cooperative cache which are known to be effective to reduce conflict misses, are evaluated and compared to each other. Performance evaluation is carried out through trace-driven simulation using the DineroIII, and the results reveal that victim cache also has cost-performance effectiveness in texture mapping.