Sorting RVT Requests According to Distance

Thank you Kevin, these tickets are helpful, but still do not answer the two questions:

  1. When requesting a low mip level (high detail) RVT page, does it force generating the targeted mip level RVT page in current frame? Or it compromises when it is not fast enough to generate it in current frame, i.e. it generates a little bit higher mip level than targeted level within given frame time and then updates it to targeted mip level in the next frame? (I have noticed that no matter how large r.vt.MaxUploadsPerFrame and r.vt.MaxTilesProducedPerFrame I use, it does not render to required mip level in one frame, the system split the works into phases, it looks like there is a long mip upgrading chain) If it is possible, can you tell me where I should look into in the code? Can I force it to render the mip level I want in one frame?
  2. generating a RVT cost some GPU time, but when requesting high mip level SVT, does it still cost GPU time?

One of the context I want to know the answer of question 1 is, we have cut scene in our game. When the camera position changes, the requested RVT pages changes very much. I can see the landscape RVT pages always update from blurry mip to clear mip, which results a noticeable popping artefact. Do you have solution for this type of problem?