Need help cleaning up distant edges (Think its Aliasing)

Here is the texture and its settings:

Here is an image of the sidewalk after setting it to 0. It def blurred it a bit. Any suggestions on getting it any better? In VR it still very noticeable.


It’s way way better than it was though!!

The material is a bit complex:

If you need to see inside any of the MFs let me know.

But yeah you were right about setting it to 0 helped out. The reason it didnt help that much when you asked earlier on is I forgot to set it to 0 in the MI, the MI was still set to -2 while I had set the Scalar param directly in the master material to 0 (didnt think about it not changing it in edited MI’s)

Thanks for all of your help from both of you so far.

Side question: Not sure if this is related to the same issue or not but on the very edges of the Quest 3’s screens (the peripherals) Items seem to kind of pop to a dark color or disappear completely (guessing this has something to do with the forward rendering) Is there somewhere that I can give it a bit more of a buffer zone before it starts to “de-render” items?

Quick edit: this material (the one linked above) has a Dirt mask (the green moss looking area on the cracks of the sidwalk) I think that is causing the Aliasing because its created through the material… just I just gotta figure out how to fix that lol (for now ill just remove the moss)

Not sure how to mark both of you as the solution because you were both right. It was the MipBias AND the material has generated parts that are introducing Aliasing.