# Runtime Virtual Textures and cell size - ???

**URL:** <https://forums.unrealengine.com/t/runtime-virtual-textures-and-cell-size/1813511>\
**Category:** World Creation\
**Tags:** Virtual-Texturing, unreal-engine, Landscape, Rendering, question, World-Composition\
**Created:** [April 21, 2024, 4:55am UTC](https://forums.unrealengine.com/t/runtime-virtual-textures-and-cell-size/1813511 "2024-04-21T04:55:03Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![RLK\_III](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rlk_iii/32/706835_2.png) [@RLK\_III](https://forums.unrealengine.com/u/RLK_III)\
**Post date:** [April 21, 2024, 4:55am UTC](https://forums.unrealengine.com/t/runtime-virtual-textures-and-cell-size/1813511/1 "2024-04-21T04:55:04Z")

</div>

I am hoping I either screwed something up along the way or this is an issue which will be addressed later, but when I run virtual textures on my landscape, I can adjust the sizes so things look decent at a distance, but is a complete mess right where my character is. Obviously this is not ideal. is there a way to correct this?

No matter how I size the cells, I can’t seem to find a good balance.

 ![Screenshot 2024-04-21 143530](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/5/6/756b12bbee819745c87145e76bb32407515d742f.jpeg)

Notice that while the tile looks ok close up, we can easily see the repetition at a distance.

Since I can not run Virtual Textures at the same time as distance blending, I can not adjust the tile size at a distance.

With distance blend / no VT (notice I can hide the cell repetition in the background)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/f/e/6fe2015cae71a76720585739b41d7a5d7cf453ca.jpeg)

With VT/no distance blend: (I lose the ability to change the far distance cell size)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/b/1/9b1d037c48ce05f6071d96ed2d3bb99786854876.jpeg)

I can’t imagine there is no correction for this. In truth, when I package the game I may not have to worry about shader complexity, but I’d rather not have the extra strain if I can avoid it.

Any thoughts?
