Binding Textures in Loops

I am working with particles and have achieved 100x speed up when I use coalescing/shared memory, but would like to compare this performance with a different code using textures, and then develop a hybrid if there is potential benefit. I am looking to use two arrays to store particle numbers of interacting particles. These, as well as the location and velocity of each particle, will probably change at each timestep. Do I need to bind/unbind at each timestep, or bind once at the beginning of the code and unbind once at the end? If binding/unbinding at each timestep when is the optimal time to do this?