Runtime virtual texture sets landscape to lower mip

​Hey guys,

Testing out the new runtime virtual texture system on my landscape object and while the virtual textures render great, the landscape’s original texture beneath it is doing this bizarre thing where it gets stuck in a certain state of mipping. Some parts of the landscape stay high res and other parts stay low resolution and it doesn’t change no matter where the camera moves. Here’s what it looks like without RVT:

and then with RVT plugged in:

(you may have to view the images at full resolution to see the difference easily)

I’ve got all the size settings at maximum in the RVT asset. Has anyone seen this before?

I am having the same issue.


As I move the view around the patches are changing and some get stuck at a low mip level until my view covers more of the patch. Perhaps something to do with the view frustrum.

Can anyone help?


RVT is the only way of using complex landscape material with more than 4 or 5 layers without serious performance issue. My landscape material is 3 times more heavy on BasePass than the same material with RVT.
The problem is that lile people here, I can’t find a way of using it without having those visual issues (slow mipmap switching, no mipmap switching unless you move the camera, tiles switching to lower mipmap while not moving the camera, etc.)

There’s a lot of settings in the virtual texture settings, landscape settings, RVT volume settings, RVT node settings, material editor settings, etc. but no documentation about how to use them.
What are the settings we should use to get rid of those issues?

+1 experiencing the same and as you point out no clues on how to prevent/minimise these artefacts…

I tryied “enable continuous page updates”, “enable adaptive page table” (has to be enabled in material settings too. Sounds close to “adaptive virtual texturing” technic used in Ubisoft games like in most recent Far Cry and Assassin’s creed games), I tryied large amount of small size tiles, small amount of large size tiles, I spent days trying each setting. None of them is resolving the issue.
I used the commands “stat virtualtexturing” and “stat virtualtexturememory” to check if there is an issue here but my stats are even better than the ones posted on the Runtime virtual texturing documentation.
I watch this GDC conf to see if there’s some info from Ubisoft “adapative virtual texturing” that can be used on UE runtime virtual texturing but no. Adaptive Virtual Texture Rendering in

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I thought there is something wrong with my setup, or my hardware.
But if so many people are having the same issues with the virtual texturing on landscape, does that simply mean that it’s still not a production ready feature?
Or is there a way it should be used and works well?

I have flickering/blurry runtime virtual textures as well. Very little information about the problem and how to fix it.

Had this problem for a while and it’s in every version that supports RVT’s it would seem.

Came across this thread on my hunt for solutions to this issue as well… I’d been holding off from using RVTs until diving into UE5, and seeing some of the awesome stuff people have pulled off with the RVT system.

Now in an ongoing project that I recently updated and moved over to the RVT pipeline… I’m underwhelmed. I’m assuming we’re all doing something wrong? That’s gotta be it. I’ve watched ~8 hours combined, of YouTube videos from both Epic and Quixel, and other notable environment artists, and pretty much they all have the same setup. I’ve read the official docs. I’ve read unofficial tutorials and docs. I’ve checked my settings dozens of times, scrapped everything and started again… Same result.

Obviously performance is going to be great if we’re working with 512x512 quality-level results.