@motorsep @Starkium
The problem with RVT looking bad has nothing to do with the texture size, it’s the compression that destroys the texture. (Perhaps the texture is being compressed twice, once by BC and again by ASTC)
If you turn off compression, the quality gets much better.
Of course, there is a loss of performance, but you can compensate by reducing the size of the tiles. After many tests, I discovered that the smaller the tile, the better Quest processes them. That’s why the best option is to leave it at 64 (0), and increase the number of tiles to the resolution that best balances performance and quality in your project. (If you make the tile larger, you can see the delay that Quest has in processing the change in mipmaps).
My terrain is about 20km2, the best option in my case was: 1024 (10) and 64 (0). (Since it is a flying game, I don’t need a lot of resolution on the ground, just removing the compression artifacts was enough). But If your landscape is smaller, you can increase the number of tiles and have a great resolution.
(This compression issue was demonstrated by @Slydex44 at A few questions regarding Runtime Virtual Textures)
Another thing that helped me a lot with performance was setting the RVT as Base color only and “baking” the normal map inside the material. (but it only works if you are using only static light)