# Blurry Pixel Texture - MipMapping Off

**URL:** <https://forums.unrealengine.com/t/blurry-pixel-texture-mipmapping-off/489020>\
**Category:** Asset Creation\
**Tags:** blurry, unreal-engine, filter, question\
**Created:** [September 20, 2021, 10:54pm UTC](https://forums.unrealengine.com/t/blurry-pixel-texture-mipmapping-off/489020 "2021-09-20T22:54:28Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![silverdicegames](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@silverdicegames](https://forums.unrealengine.com/u/silverdicegames)\
**Post date:** [September 20, 2021, 10:54pm UTC](https://forums.unrealengine.com/t/blurry-pixel-texture-mipmapping-off/489020/1 "2021-09-20T22:54:28Z")

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Hello,

I’ve been using a 32x32 px texture for some assets that require a combination of solid base albedo/diffuse colors. I’ve set all mipmap/filter settings I could possibly find on the forums and online documentation though the texture still looks heavily filtered when inserted into a material. Is there a parameter or setting that can be filtering the texture that I’m not aware of?

I’ve tried the RMB on texture → Sprite Actions → Apply Paper 2D Texture Settings option.

I’ve only just begun creating this texture in an attempt to reduce the amount of texture memory required in our builds. The only solution I have right now is to scale up this pixel textures by 500% though this bloats up the memory usage without a good purpose.

 ![349081-ue4editor-8pvuqrqnjr.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/2/a/42ad7729ef0203f3104a9fb41b5e3ba637aa972c.png)

 ![349080-ue4editor-kamgbivnyx.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/3/4/9349ac925d56e127ea163fb6ec4e469665fadb10.png)

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**Author:** ![silverdicegames](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@silverdicegames](https://forums.unrealengine.com/u/silverdicegames)\
**Post date:** [September 20, 2021, 10:56pm UTC](https://forums.unrealengine.com/t/blurry-pixel-texture-mipmapping-off/489020/2 "2021-09-20T22:56:38Z")

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Note, if this is of any importance, we are building our game for VR (Android ASTC).

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [September 21, 2021, 7:22am UTC](https://forums.unrealengine.com/t/blurry-pixel-texture-mipmapping-off/489020/3 "2021-09-21T07:22:36Z")

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That’s a very heavy shader you’ve got going there! 1034 instructions 🙂

In my experience, just plonking a texture directly in a material and putting it on a mesh has no artifacts. What extra steps have you taken?
