anisotropic filter on texture for small grazing angle

Hi, I’m having trouble making ground texture showing clear in oculus Quest 2.
the texture started to mipmap down to be blurry.
if I turn off mipmap or lower bias to force clear, images start to have anti-alias issue, and “swimming” around

Is the solution relies on anisotropic filter? I could not find a way to change settings for that for VR package.

anyone have encountered the same issue and could shine some light on how to make texture showing up clear and anti-aliased?

best regards.

1 Like

Not sure if it works on standalone, but enabling anisotropic filtering is done with the r.MaxAnisotropy console command. Most texture groups have anisotropic filtering on by default, so textures should use it automatically if it is enabled.

Did you end up figuring a way to fix this issue? I’m at a similar spot, i need crisp textures since they’re low res but i still want distance blurring/filtering

Does changing r.MaxAnisotropy at runtime change the filtering at all?

If anisotropy isn’t helping enough, using a sharper filter in the Mip Gen Settings of the texture can help improve it.