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
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