Runtime virtual texture and not uniform shader complexity

Maybe I’m missing something but I tought the whole point of using RVT for landspace is to get one giant precomputed virtual texture covering the landspace, so the shader complexity should be the same everywhere on the landscape but here is what I get :


As you can see, different components of the landscape has different shader complexity. Is this normal?

I noticed this as well. I suspect the shader complexity view doesn’t fully work with RVT

Has anyone found a solution to this? are rvts not fully compatible with this? im just trying to optimize the landscape.