MipMap is working correctly on surfaces more perpendicular to camera vector, which makes the artifact even more visible because mipmap level mismatch between ground and wall.
I’ve been digging through commands and project settings but there’re not much settings to tweak when it comes to MipMaps. Right now I can only fix it via turing off mipmaps or lowering MipMap bias to -1.
Demonstrating view angle causing the artifact
When viewed close to the ground, mipmap appears extremely blurry
Question:
MipMap is good and essential for performance, especially in VR. Is there anyway I can solve this without turning off MipMap or lowering Mip bias?
Thanks to the keyword provided by @Arkiras , I found my answer in the following thread
Command r.MaxAnisotropy setting sets the level of anisotropy filtering (2x, 4x, 8x, etc). Higher the number higher the performance cost.
This value is set in scalability settings. You can override it in TextureQuality settings in scalability.ini