Question about improving readability and reducing blur/shimmer of text-heavy textures rendered on §D planes in Unreal Engine VR

Hi everyone,

I’m running into a persistent issue in a VR project where text rendered as part of high-resolution textures becomes unreadable at relatively short distances, even though the source assets are high quality.

Setup

  • I am rendering UI-like content using multiple 3D plane meshes

  • Each plane uses a shared material with dynamically assigned textures

  • The textures are high-resolution PNGs exported from a design tool (Figma)

  • Resolution varies significantly, e.g. very wide horizontal layouts such as:

    • ~7000 × 160

    • ~3500 × 160

  • These textures contain important readable text content

  • Each plane represents a different segment of UI content in 3D space

Problem

In VR, the text is:

  • Clear when viewed up close

  • Becomes blurry and difficult to read at even moderate distance

  • Sometimes appears unstable depending on movement and viewing angle

This is a major issue because readability is a core requirement of the experience.

What I already tried

Anti-aliasing methods

  • Tested all available AA options in Unreal Engine

  • Best visual stability so far:

    • Temporal Super Resolution (TSR)
  • However:

    • TSR improves stability but introduces softness / reduced text sharpness
  • MSAA:

    • Produces sharper text in some cases

    • But introduces noticeable shimmer / “vibrating” artifacts on fine text during head movement

VR rendering scale

  • Tested increasing VR pixel density / screen percentage

  • Values above default (e.g. 120–150%) improve clarity slightly

  • Still does not fully solve readability at distance

Texture considerations

  • Source textures are high resolution and exported directly from design tools

  • Tried different texture filtering and compression settings

  • Mipmaps are suspected to contribute to loss of readability at distance

Post-processing / rendering

  • Tested different post-processing configurations

  • Observed that temporal-based AA interacts strongly with post-processing, sometimes causing overly smooth or “over-processed” visuals

Current trade-off

At the moment I’m stuck between:

  • TSR: stable image, but too soft for readable text at distance

  • MSAA: sharper text, but noticeable shimmer/vibration in VR

  • Increasing render resolution helps but does not fully resolve the issue

Question

What is the recommended approach in Unreal Engine VR for maintaining crisp, readable text at distance when using world-space UI elements or textured geometry?

Specifically:

  • Are there recommended texture or material settings for text-heavy high-resolution textures in VR?

  • Is disabling mipmaps for UI-like textures a common solution in this case?

  • Is there a better approach than texture-based text rendering for VR readability?

Any guidance or best practices would be greatly appreciated.