Runtime virtual texture sets landscape to lower mip

Okay, found a post on Reddit that may have a hint:

https://www.reddit.com/r/unrealengine/comments/p5k3pl/use_rvt_on_landscape_makes_a_low_resolution/

Basically, the RVT was oversubscribed (not sure what that means, but sure, I’ll go with it).

Note: the person referenced Unreal’s documentation (SHOCK):

Okay, so I used the following:

r.VT.Residency.Show 1

And I get this screen. And what is it telling me? According to Epic’s doc I don’t have enough memory allocated to the DXT5 pool, so it is REDUCING my mip and making my lumpy lime jello.

So, I pulled out VSCode and basically copied this into Engine.ini:

[/Script/Engine.VirtualTexturePoolConfig]
+Pools=(Formats=(PF_DXT5,PF_DXT5), SizeInMegabyte=2048)

(BTW, this worked for a bit then froze up the editor SHOCK)

Now when I show residency, I get the following:

Okay, the graphs look lovely, but… wait a minute, the grass is still blurry!

I’ve played with bigger and smaller tiles to no avail — it still looks like I have the wrong prescription for my glasses.

However, if I use

r.VT.Residency.Notify 1

It no longer tells me I’m over subscribed. Sooo, long story short, it looks like RVT is totally borked (well, unless you really like that lime jello and then you are set to go!).

So, bottom line, no joy and a wasted afternoon.

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