Hi @dead_rabits
There were several changes made to the LOD system in 4.25 version. They will be especially noticeable if you used multiple cloud assets within the level. The old system would allocate a separate point budget per-component, while the new one uses a single, global budget. This allows us to provide a fixed(-ish) level of performance irrespective of the number of assets used.
The LOD system is controlled by the below cvars:
r.LidarPointBudget
Determines the maximum number of visible points on the screen. Higher values will produce better image quality but will require faster hardware.
r.LidarScreenCenterImportance
Determines the preference towards selecting nodes closer to the screen center. Useful for VR, where edge vision is blurred anyway. 0 to disable.
r.LidarBaseLODImportance
Determines the importance of selecting at least the base LOD of far assets. Increase it, if you’re experiencing actor ‘popping’. 0 to use a purely screensize-driven algorithm.
Regarding the differences between VR and Editor
I believe this is caused by the difference between the FOVs of the VR and your monitor. This will cause the LOD system to select the points differently. If you tweak the cvars listed above, you should be able to get it to display in good quality regardless of the screen used
If you still experience issues, let me know.