I used the RVTV for my Landscape and everything look crystal clear whenever I worked on my viewport.
However when I used the MRQ, it didn’t bring the correct result I had on my workspace when instead the texture map on my landscape was rendered in lower resolution and yet oddly enough, my Static Mesh with Runtime Virtual Texture manage to capture High Quality.
Here’s what I’ve done so far:
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Disabled Texture Streaming from Project Setting and Disabled Virtual Texture Stream for every texture map that I’ve used.
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Tweaked around the Virtual Texture size between 1024- 4096 texels and tiles and also the Height Map
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Changed the texture layout from “Base Color, Normal, Roughness, Specular” to “YCoCg Base Color, Normal,Rougness, Specular”
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Enabled Adaptive to increase the Page Table Size
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I set up my console variable for r.screenpercentage 200 , r.VT.PoolSizeScale 8000 and r.MipMapLODBias -1 for MRQ.
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Used Game Override default setting and Anti-aliasing 12 x 12 override to none or used 64 spatial bits with lower Temporal
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Export image format as EXR with compression set to none, PIZ, DWAA.
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Turned on and off for Render Main Pass Under Virtual Height Field after I shrank the Screen size to 0.4 and increased LOD Distance Scale to 8 and distribution to 3.
I also hopped on between UE5.0.3 to 5.1 with some alter setting differences with Direct x 12 that I used for this project.
Everthing I’ve done so far had no effects to my RVT texture. What could be the cause of all of this?