Textures sizes and materials configuration to reduce pixalation

As can be seen in the following demo video the planes/materials/textures are start in game as very pixelated, some gets more sharp during the game, after some time, as if loaded into memory after a time.

The textures are of size 2048x1024 or 1024x512
The planes are of size/scale 2.5:2.5:5.0 - be approximately the height of the player and conform to texture ratio.
The master material for all planes blend mode is masked
The textures config is
Mip Gen Settings: FromTextureGroup
Texture Group: World
LOD Bias: 0 or 1 - depends on the image, where 0 starts extremely pixalated and becomes pretty sharp after a while.

NoMipMap is not possible due to the size of the textures, would splitting the textures into parts to reduce size would be a proper solution?

What’s the proper configuration to produce sharp looking images?

Setting the texture group to UI is what is missing.

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Hello King.
The Texture Group UI places your textures into a non-streaming group, but use it wisely. Depending on the platform, Gen 8th consoles, Mobile, and handheld consoles have minimal memory compared to newer machines. Too much in the UI group will leave a limited budget for other textures and can cause other non-UI groups to appear blurry or pixilated. Or worse, run out of Memory on lower-end machines, and your island will crash. :scream:

When adding textures to the UI group, it is recommended to use the smallest size texture possible to achieve the desired results.