Mipmaps are blurring on character

Hello,

I’m having trouble to setup my textures correctly as whatever settings I use give me very blurred textures. It happens both in the editor and in the standalone game. I tested both with 4096 and 2048 textures, the result is the same. My default camera is set to a FOV of 75 (both in-game and in-editor).

My textures are setup like this:

  • Mip gen settings : set to “FromTextureGroup”
  • LODBias : 0 (Looks like -1 is not possible to force a certain quality)
  • Num Cinematic Mip Levels : 0
  • Filter : Linear (Nearest doesn’t really have an effect on this problem)
  • LODGroup : Character

I thought at first it was an optimization for the editor, to make it running faster. However I get this behavior in my standalone version of the game. That’s very annoying, especially for this type of content (since it’s a character).


The screenshot below just show my camera going back, you can see how quickly my textures become blurred for the skin of my character. The eyes also gets quickly bad too.


This screenshot show what happen during gameplay. To the left is the texture just after spawning in the level, then the other views show what I get once I move a bit my character around. The tattoo and the noise that I use for blending my effect are 1024/2048 textures. FOV is set to 75, setting it at 50 doesn’t change the mip-maps, they stay at this level.

Hi , when you open up the texture in the texture editor, if you click through the different mip levels - are the transitions reasonable?

Cheers,
Nick (Epic Games)

Sorry for the delay.

So yes, the mip levels displayed in the texture editor are totally fine. Both for my regular textures and effect texture (linear / sRGB) whatever settings I use.

I should explain however that my character here is half the size of the ShooterGame character. I have the feeling that my mip-maps are wrong because of that. It doesn’t sound logical as I would expect the mip-maps to be selected regarding the screen size, but that’s my conclusion regarding the current behavior.

I’m using an nVidia GTX 660 with drivers 331.65. I get this behavior both in the last beta (1945001) and the official release (2027741).

[EDIT] Additional note : the display in the Persona view of my character is perfectly fine.

I found out you can adjust the distance of the texture streaming using the “Streaming Distance Multiplier” setting in the mesh window. Since I create my models in meters and have to set the build scale up to 100, I figured I need to set the Streaming Distance Multiplier to 1000 to get it look right. I hope this helps!

Looks like a good workaround, thank you ! :slight_smile:

Yeah, works as workaround, but still a bug?

I was having a problem with drawing a texture to the hud and it being blurry. I have found a way that works for me so far.

  1. In the post process volume have unbound CHECKED.
  2. Have AA Method setting checked and select TemporalAA
  3. Find your texture (mine is 1024x256) to edit it and on the right side are some setting.
  4. Under Mip Gen Settings select LeaveExistingMips.
  5. Under LOD Group select Cinematic.

This has worked for me so far, and I hope it can help someone else.

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Many thanks for the workarounds. But sometimes this just doesn’t work. If I exit the PIE session and restart, it’s ok in most cases. Is ist possible to deactivate the texture streaming all together? In about 20-30% of all cases, the textures look horrible, not matter how long I wait.

You can edit the settings of your texture and enable the option “never stream”. :slight_smile:

Here I have highlighted the texture settings you will want to pay attention to when setting up your Mip levels for your textures.