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Different texture quality on the same object

I'm trying to make a mobile project of an interior: I've made a wood material for the floor, put an armchair and an ottoman with other materials and everything on the viewport seems good alt text

but as soon as I pack an .ipa and run it on my iPad Pro the texture quality drop alt text

and the strangest thing is that if I go in the farther room the texture quality drop way more alt text

and this even if it's the same object (the floor is common for all the apartment) alt text

other this I have a similar problem on the armchair/ottoman alt text on the right: the armchair is good: the normal and roughness textures of the leather and the normal texture baked of the armchair work as they should

on the left: the same textures of the leather and the normal texture baked of the ottoman don't work, leaving the object with a sort-of-"base material"

and all these problems jump out only when I run the project on the tablet. Meanwhile I've tried many different setting: not streaming the textures, no mip maps, setting r.MobileContentScaleFactor with 0, 2 and 3 (and to say the truth the resolution is way better with set "3"), r.Streaming.PoolSize=2000 and r.Streaming.MipBias=0, but nothing worked and all the textures work always the same

I'm open to any suggestion

Product Version: UE 4.10
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asked Mar 17 '16 at 06:03 PM in Packaging & Deployment

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avatar image Hainzgrimmer Mar 18 '16 at 11:03 AM

Update - the armchair/ottoman difference seemed to be a difference in the unwrapping, instead the problem on the floor persist, but I discovered a couple of things: I've tried to use a texture of 2048x2048pixels instead of 1024x1024 and doubled the tiling (14-8 instead of 7-4) to see if it was a problem related to the quality of the texture alt text the result is even worse, now it seems a sort of minecraft effect and there are two interesting consideration to do:

  • if you look on the left of the floor there is a line were the texture quality start to drop considerably (I drew a line to sign the border I'm speaking about) alt text

  • if I move myself of just a couple of meters the texture has another (smaller) quality drop alt text

these observation reminded me this old post on the answerhub https://answers.unrealengine.com/questions/262942/ios-bug-material-normal-input-will-not-wrap.html but there the staff said that problem was corrected already with 4.9 preview1 version: could these problems be related?

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2 answers: sort voted first

Hello Hainzgrimmer,

You mentioned the ottoman/armchair issue was resolved through the editing of the UV layout. Could you show me the UV's for the floor, as these types of issues are usually the case of pieces of geometry resting outside of the 0 to 1 UV space.

I would also be careful using too many high resolution texture files as they take up a considerable amount of visual memory and can cause your mobile project to stream textures in and out at the incorrect times. I would also be sure you have streaming textures enabled, so you can make sure the high resolution textures that are in your project, but not in view, are not taking up valuable memory that could be used elsewhere.

Thank you,

Andrew Hurley

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answered Mar 18 '16 at 03:37 PM

avatar image AndrewHurley Mar 18 '16 at 04:02 PM

Glad to hear you resolved the issue. It is always good to us the Custom UVs wherever possible when you introduce math.

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Thanks Andrew, I found the problem in how I was setting my UVs: I didn't know that the classical tiling method for desktop projects work bad on mobile and I had to use the Custom UVs! I've found inspiration both here and thanks a forum user! however I didn't know that it's better to leave unreal stream the texture to have better performance so I'll immediatly restore it, since I'm making an archviz project I had to use high resolution textures and every method to optimize the framerate is welcome!!!

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answered Mar 18 '16 at 03:57 PM

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