HDRs are imported as cubemaps, which are limited to a max res of 2048 in-game. Currently yours is only 512, so go to the resolution section in the texture settings(not LOD Bias) and set it to 2048.
Or import as EXR, but you’ll have to rebuild the material since EXRs are not read as cubemaps
That’s what I meant by when I said HDRs are imported as cubemaps and limited to a max resolution. I haven’t been able to find where that hardcoded size limitation is at to change locally, but you can reimport the image as an EXR. You’ll have to recreate the UV input for your material though.
Hey, I just thought I’d chime in, as pushing the quality of projects for Archviz is something I’ve been playing around with.
You have to remember, if you have a 2K or 4K image, that image is being spread across 360 FOV, when your camera view is probably around 90 or less, the result is not going to look crisp.
Here’s the steps I take to get really crisp HDR images in the background…
I start with a 16K HDRI file. I will generally chop this into 2 8K Squares, so I have 2 8192x8192 images. Save these images as a .EXR, so you still maintain the high dynamic range, but the engine doesn’t import them as a cubemap.
Make 2 standard unlit materials, with one half of the sky as a texture for each material
I know you said you were a little unsure about UV management but you’ll need to make a custom sphere that has 2 separate material ID’s one for each half, UV’d properly so as to accept a square image for one half of the sphere. If that’s a little cryptic, I’ve put it here: SM_2PART_SKYSPHERE.zip - Google Drive
Keep in mind this will eat a huge chunk of texture memory, as you are essentially loading a 16K texture at 32 Bit, but it really makes those still archviz renders or videos pop IMO