Our game is using run time virtual textures to blend the top of meshes with the landscape.
When we initially performed our art test on a single 505 x 505 landscape tile in a separate level, the RVT mesh blending rendered just fine.
When we began building our world using world partition, we noticed significant mipmapping issues with the RVT mesh blending. The RVTs would not render clearly when standing right on top of the object, as shown in the image below:
However, if we zoom in close enough, the RVT will render, but only after a few seconds. See the image below:
We have tried the following solutions, none of which have worked.
- Reduce texture streaming in the level by reducing the maximum resolution of other texture maps
- Increasing the steaming pool.
- Limit one RVT per landscape tile to increase resolution in case the RVT map has become too small for the landscape are it’s covering. This made no difference in rendering.
- Increasing and decreasing resolution.
- Manually setting mipmap levels on the RVT in the landscape shader.
Does anyone have a potential solution or can provide some guidance as to why this may be occurring? We currently have no issues with our other textures.
Thank you!