Why does RVT cost more SRVs?

I tested two materials with RVT and non-RVT versions, and the RVT version will issue a warning (Shader is using too many SRVs) after drawing 8 layers on landscape, and that tile will to be gray-white, while the non-RVT version will not issue a warning even if it reaches 11 layers.
They say need to change the Unreal source code to fix this problem(UE4.26 - Shader is using too many SRVs (only 64 supported)). Is there another way? I now need to use RVT to optimize the performance of landscape materials. Thanks!

RVT Version:

non-RVT version:

Update:
There are no results in this thread(UE4.26 - Shader is using too many SRVs (only 64 supported) ). Changing MAX_SRVS’s value to any more than 64 will cause a lot of errors. Because the engine uses a lot of bit operations for manage SRVs, making MAX_SRVS larger than 64 would require a lot of source code modification.

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Anybody help?