Pixelated textures on Oculus Quest

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?

I am having the same issue, did you find a good solution?

anyone who might still be looking for an answer to this, a potential solution might be to use the custom UV input section to input your scaling values. As far as I’m aware, on mobile, you can’t change uv coordinates input without using the custom uv input or using full precision mode.