Runtime virtual textures could do with a multisampling option.

Hi, I use rvt’s for my terrain. I noticed rvt’s can suffer from shimmering and noise when the they are used to render noisy textures.

I have done something in my shader to combat this. It involves using negative mipbias and sampling the rvt 4 times at slightly different offsets. It works however it is wastefull in terms of shader instructions.

The reason this issue exists, is because unlike a standard texture, rvt mipmaps do not receive any kind of multisampling. I would suggest adding an option to multisample mip-maps.