Hello, I have one question, mates. I hope someone can help me.
I’m a professional 3D environment artist. I made the change from unity to unreal some month ago. My question is, in my landscape, when I change from normal texture to virtual texture, I’m losing a bit of quality. This is not a tragedy because I take a lot of performant improvement with runtime virtual texture. But my question is, is this the way to work with runtime virtual texture?. You lose a bit of quality vs performance?. Because I put it all to max and still looking a bit blurry compared to normal texture. My pool default size in Megabyte is set to 1024, all textures are optimized with r.VT.Residency.Show 1 and all mb are matches. My virtual time resolution is set up to 8192, border size 16, feedback resolution factor 4. And my landscape automaterial textures are normal textures, no virtual.
I’m doing something wrong, or this is the way to work with RVT?
Yeah, you’re understanding things correctly. The virtual texture has to cover a large area, so even with max quality it might struggle to match traditional shading.
Performance is usually a win because all of your expensive landscape shading is essentially cached.
I’ve been thinking about the possibility of a shader that runs the full landscape material near the camera, and then dynamically branches to only sample the RVT at a short distance away when the quality loss is less noticable.
I suspect that might be a nice compromise.
Thanks for this fast reply mate, because the RVT has to cover a large area (thanks for clarifying it) I saw my near tile texture change tile, so I reduced again to a real scale tile and the quality I near the same, you can see it in these screenshot and the performance for a 8km2 world, with streaming, world partition,vts, nanite, lumen and 8k/4k textures with RVT, performance is amazing, there are a lot of miss information in internet but if we read UE 5 documentation and watch the conferences, we can take a lot of high value information. Thanks for this fast answer and that material real sound nice.
It could be that the anisotropic filtering is less good on the virtual texture. According to the documentation the quality of anisotropic filtering depends on the tile border size.