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Texture mips not getting streamed

On World composition, when the level is streamed, the textures look too blurry on the mesh like 16x16 resolution or something, when I get close enough to object to see lod 0, the textures look fine, and when I go back away, the textures stay fine.
1)Now when I check "Global Force Resident Mip Levels" on the diffuse texture, the textures get fixed. But does that drop performance, because we're making a huge World if we check that for all trees it might affect performance too much.
2)Increasing streaming distance multiplier up to like 10 solves the issue on hand placed meshes, but I doubt it could be good for performance. Also it doesn't work with foliage tool, only on hand placed meshes. 3)Checking "Use Maximum Streaming Texel Ratio" seems to improve a lot, but how does that work, does it impact performance too much?
I tested the textures by increasing mesh size up to 10 times. I think it's the similar to the problem stated here: https://forums.unrealengine.com/showthread.php?68599-Launching-map-from-editor-has-high-res-textures-but-drops-quality-on-map-change
Now for the question, do you know what the problem is, or as a workaround, the question becomes, does "Global Force Resident Mip Levels" affect anything performance-wise even if the mesh with that texture isn't streamed(Is still in unloaded level)? If so, I'll just check maximum streaming texel ratio for the meshes in question. The meshes are Speedtree models which I can send for testing on e-mail or something, can't post it here because it's paid.

Product Version: UE 4.10
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asked Jan 28 '16 at 03:20 PM in Rendering

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SongOfDeath
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