# Wrong texture mip level loaded

**URL:** <https://forums.unrealengine.com/t/wrong-texture-mip-level-loaded/465874>\
**Category:** Rendering\
**Tags:** billboard, mipmap, unreal-engine, bug-report, question\
**Created:** [May 27, 2020, 7:58am UTC](https://forums.unrealengine.com/t/wrong-texture-mip-level-loaded/465874 "2020-05-27T07:58:02Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Actuss](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Actuss](https://forums.unrealengine.com/u/Actuss)\
**Post date:** [May 27, 2020, 7:58am UTC](https://forums.unrealengine.com/t/wrong-texture-mip-level-loaded/465874/1 "2020-05-27T07:58:02Z")

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Hello. I have noticed a weird issue. When I load my project (or when I run a packaged game), my trees billboard texture is very “low-res”, and it will stay like that until I will get very close. And now the most interesting part… When I go back with the camera, billboard textures are fixed, and they look, like they should. I have 2 materials on my trees. One is bark, and the second one is leafs material (billboard textures are “baked” onto leafs texture).

What is wrong with those mips?

 ![302928-trees-mips.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/0/d/90d9faefc5cad0178a2099a8a99522a0bfa36adc.jpeg)

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**Author:** ![Actuss](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Actuss](https://forums.unrealengine.com/u/Actuss)\
**Post date:** [December 8, 2020, 9:25pm UTC](https://forums.unrealengine.com/t/wrong-texture-mip-level-loaded/465874/2 "2020-12-08T21:25:21Z")

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I found the solution some time ago. “Global Force Resident Mip Levels” in textures options is what you need to enable to fix it. Don’t do this with every texture though, because it is not free in case of performance.
