I am having trouble with this texture, as it looks pixelated inside Oculus Quest.
- It is a 4k Megascans texture which I exported, scaled down to 1024 x 1024 and reinported back into Unreal.
- I’m applying it to a bunch of Static Mesh walls, so the material is being used by a group of big-size meshes.
This is what it looks like inside UE Editor, on PC:
Now, this is what it looks like inside the Oculus Quest:
I guess it has to do with mipmaps and with the fact that there’s plenty of geometry using that material.
¿Is there any way to solve this?