Hi.
We are making vr animation with sequencer.
Here’s the situation:
We are using one empty persistent level and multiple sublevels.
Since some levels are somewhat heavy, we load and unload levels using blueprint(with Load Stream Level & Unload Stream Level) asynchronously. (Some level’s texture size is almost 1GB.)
We load the next level before the next level starts and turn on its visibility using ‘level visibility track’ in sequencer.
We are also using texture streaming. Texture pool size is 4GB.
Now, here is a problem:
The level is loaded in advance and when its visibility is turned on, every asset is blurred for a while and back to the normal. It is very critical issue for us since it distracts audiences a lot.
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For static mesh, we changed textures to use ‘no mipmaps’. Is this the right way?
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The problem is landscape. The problem gets worse. We can even see the process of changing meshes not only textures. We tried to set Max Lod Level to zero but there was no effect.
Please help us to find the right way!!!