Blurry Textures in the material of Landscape

Layer visibility is as indicated in this image. You’ll need to support a mask channel in your RVT and add the Layer Visibility Node in your material. This tool will make part of your landscape invisible.

Here, I made part of my landscape invisible. I left a single pixel’s worth of the visibility channel so you can see the resolution you can expect. And it won’t be that blocky either because the blending channel can have multiple values. So you can have a smooth gradient.

That’s more than slightly. I don’t think I could recreate that even if I tried. Are your collision settings working? This has nothing to do with what you’ve been doing so far. Are you using a virtual height field? If so, that’s a whole other ballgame. You’ll need to turn that off before continuing to fix the other stuff. If you don’t have a virtual height field, then I have no idea what is causing this.

Well, you could try rebuilding landscape under the build menu. You could also rebuild your navmesh if you have one.

I am seeing a lot of detail from your normal map. The detail is looking quite nice so far.

The virtual texture pool for your landscape should be something like DXT5, DXT5. I have masking, so I have DXT5, BC5, DXT5. So I’m guessing you’re using B8G8R8A8 x3 for your landscape. That’s bizarre. I’ve never seen that before. That format is usually only used for UI, but only one of them, not three.

In your console, could you type “r.VT.DumpPoolUsage”, then go at the bottom of your “Output Log” tab (next to the console) and post the output from that command?

Also, could you type “stat memory” in the console and post a screenshot of that? It’ll be in the viewport this time.

edit: “stat streaming” would be good too.

Something very bizarre is going on with your setup. With BRGA8, it’s no wonder you’re getting texture pop-in. You’re using 4x as much memory as you need to and they take 4x as long to load.