So, I created bunch of Material Layers and added them to a Layer Blend, but couldn’t seem to get the resolution right, up close they were very blurred. Thinking it was my blueprint failing, I messed around for ages, until deciding the only thing for it was to go back to a basic Megascans pre-set material and then step forward change by change, to isolate the erroneous element in the BP. However, it is apparent it is nothing to do with that as the same problem occurs with the pre-set so I assume it is something about project settings or other configuration aspect but having run out of things to try - thought I would post on here.
So, the Engine scalability settings are at Epic. And when opening a project, I get the blurred or low-res material thus:
But the bizarre twist is that to get the visual quality in the viewport all you need to do is to select the texture node in the material blueprint. And it jumps into the correct resolution (however next time I open the project its rendered or at least displayed as the blurry image again.
What do I do to resolve this!
Dont know if it is related but foliage is also painting low-res.
So I think this maybe something to do with DX support, Unreal/GraphicsCard/Windows 10, not sure where the problem lies yet but… these thoughts came to me after seeing a bunch of setting relating to Platforms - Windows and seeing the DirectX12 (SM6, experimental )
Also have now realised, there are Output log errors:
LogShaderCompilers: Warning: Failed to compile Material /Game/Landscape/Good/M_LandscapeMaterial.M_LandscapeMaterial (MI:/Game/Maps/Haven2.Haven2:PersistentLevel.LandscapeStreamingProxy_3HPVR4YZJ7ITGDXNM6ZC1G9YI_1_3_14_0.LandscapeMaterialInstanceConstant_8) for platform PCD3D_SM5, Default Material will be used in game.
/Engine/Private/Common.ush(667,33-51): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
Shader is using too many SRVs: 66 (only 64 supported)
Maybe Atlas Textures are the solution - not sure yet!
I have a Nvidia GeForce GTX 1660 SUPER
According to one source: This card supports OpenCL 1.2, Open GL 4.6, Shader Model 6.5, DirectX 12 and is G-Sync ready. Multiples of this card cannot be used together as it does not support SLI. There is no RGB lighting on this variant. Extra features on this card include NVIDIA GeForce Experience, NVIDIA Ansel, NVIDIA Highlights, Game Ready Drivers, HDCP 2.2, NVIDIA GPU Boost and also NVIDIA Encoder (NVENC) (Turing).
From https://gpuspecs.com/card/nvidia-geforce-gtx-1660-super-6gb
So the card may support SM6.5 but having just updated the driver to: 512.59-desktop-win10-win11-64bit-international-dch-whql (05-05-2022) DXDiag is still reporting Feature Level 12_1, whereas SM6 equates to the “Feature level” defined by the capabilities of DirectX 12 hardware feature level 12_2 … See Shader Model in Glossary