Textures sometimes blurry, sometimes not

Hi there,

In about 3 of 10 cases, all my textures are looking blurry as hell, even in the editor:


When i start a PIE session and end it (sometimes I need to do that more than once), they look right:


If this is the case, it doesn’t matter how long I am waiting, the textures just stay blurred.

There seems no way to just load the textures and not stream them at all. So I tried to run this function on startup on my car blueprint:


But this doesn’t work in a reliable way. I tried to use the console command ‘r.textureStreaming 3’ to improve quality, but it just has no effect. If I deactivate texture streaming with ‘r.textureStreaming 0’ all textures disappear completely.

These are the settings of one of the textures (they are all configured the same):


So

  • How to stabilize the texture streaming OR
  • Make sure, that always the highest quality texture is been used

Many thanks,

Hi!

If you not needed texture streaming, you can disable this in two ways.

  1. In Texture parameters disable streaming set Never Stream (global)

  1. In Mesh Details increase Streaming distance Multiplayer (per object)

Many thanks,

so there is no global setting, I have to manually set this to every single texture?

The strange thing is, that I did already set the streaming distance multiplier on meshes, but this sometimes just has no effect…

If you want no textures to ever stream you can adjust this for the entire project via the Project Settings > Rendering > Textures > Texture Streaming checkbox.

It’s enabled by default. Disabling this can have performance implications since textures get streamed based on distance to lower the resolution for better performance. It’s better to adjust in the individual textures or materials the mip values than using this option.

Hi ,

if I uncheck this box, ALL the textures are blurry (it’s the same as ‘r.texturestreaming 0’. Shouldn’t it be the other way around?

Er, hello…? :wink:

Have the same issue!

i’ve the same issue, is there any reasonable solution?((((

Could be an issue with the texture streaming pool size. Try:
r.Streaming.PoolSize 2000

giving 2000 MB for texture memory