[UPDATE]: I’ve fixed it by disabling VTS for the normal atlas texture, just as you said. The engine limited the texture size to 4K instead of 8K, but I have to live with that. Don’t wanna kill the user’s VRAM. Thanks!
Hey,
how exactly did you force this none-virtual texture atlas? Changing the static switch in “M_HeadSynthesized” (is the parent of all real face mats) does affect the preview in there, so the artefacts disappear.
But when open some of the real face materials, always called “M_HeadSynthesized” who have the material above as parent, the artefacts are still there and there is no toggle option for it.
Did you just disable Virtual Streaming for the Atlas normal and resolved all dependency issues where the sampler expects a Virtual Texture?
I would appreciate your help! ^^