Texture Flicker - Noise - Grainy problem

We dont know what to do.

Using a standard texture from kite-demo: T_CliffRockTile_03_D…
specially in landscape far zone

When moving camera there is aliased grainy. noise and flicker in textures.

We changed different values with no sucess.
-Changing TemporalAA to FXA
-Changing Engine Resolution Scale 100%
-Changing Engine AA methom from Epic to to Low, medium, high…
-Changing Project settings AA Method: both Temporal and FXA

Our monitors resolution are 3440x1440 ,8ms response time (no problems with real games).

any tweak or solution?. It seems this didnt occur with ue 4.8.(not sure)
Now we update to 4.10

Problem semi-resolved.
Its related to “Level of Detail” section > Mip Gen Settings

Selecting NoMipMaps looks right in texture window, but it gets noisy-flicker-greiny in the 3D-view when moving camera.
Return back to > From texture group (World) , it gets blurred in 3D view
I dont know what is. Wich version ue4.8 there was no problem.

Solved.
After upgrading from 4.8 to 4.10 , the new engine takes all new .INI configuration archives.

Solution for the problem before final configuration of the MipMaps:
C:\Program Files\Epic Games\4.10\Engine\Config\BaseEngine.ini
[SystemSettings]
; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!

TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear)

Here again, the solution before fixed something, but not all.

I think there is some bug in ue 4.10, or some issue with my hardware.
Another thing i did in consolevariables.ini:
r.PostProcessAAQuality=6

Thats for better AA, but the problem remains.

I discovered that only happens when using the 3D visor without “Realtime”(ctrl+R).
If I check ON for “realtime” view all is right.
¿?
Thas the problem.

In my Nvidia control panel:
FXAA:off
Antialiasing mode: aplication controled
anisotropic:16x
prerendered f: 1
v-sync:on