Summary
For 2.5+ years creators have been using NoMipMaps on textures so that textures look crisp and in focus. For 2.5+ years Epic has ignored the issue. Now that performance on mobile is a bigger issue Epic is concerned. Now that NoMipMaps is removed for larger size textures please fix Mips so that when you are standing directly in front of texture at close range it should select the correct mip level and not look blurry. Or give us tools to select the mips. Or should we just select LeaveExisitingMips? That appears to be the work around that most are talking about.
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Remove 'NoMipMaps" from texture and look at any game sign it may or may not come into focus. Sometimes it snaps in quickly, other times it takes forever.
Expected Result
Clear crisp images at close ranges. It improves the user expierence.
Observed Result
Blurry, amateurish images. Image linked shows one image blurry and one in focus. Pretty much standing on top of it.
Platform(s)
PC
Island Code
All of them
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If I could clarify a little here as well. Many times we will be in an area with multiple textures in a room. The player will walk up to one area showing a texture and it will not load the highest res mip so it will be blurry but at the same time other textures further away are loading in a higher res version.
Shouldn’t Unreal be prioritizing textures that are directly in front of the player and/or the closest to the player? I understand that many textures might need to be loaded at different times but when the player is directly in front of a texture why doesn’t that texture load in with the high res mip and let the other further textures load lower res versions?
This is especially important with signs that have small text as there are still JIP issues with billbords.
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FORT-963365 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.
1 Like
1000%
There’s a reason creators have been using NoMips for years, and that is because Mips have never worked correctly in UEFN.
Even adjusting the texture mip Bias with materials doesn’t do anything.
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THIS! I had one project where I tried my best to keep the mips on. I spent hours trying to come up with a good solution and Bob was just yelling at me the whole time to turn off the mips. I could not find a good solution with mip bias settings or anything that would really work 100% of the time for us. So we ended up turning them off for our signage in the main room. It was really frustrating. I understand the performance need for mips to be enabled but I want the player visual experience to be good as well.
1 Like