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Mip or AA Settings?

Hi devs,

I have a strange issue with MIP or AA settings (not sure what's the cause).

Some days ago my scene looked butter-smooth, but now moving around in the editor looks very "grainy" as if some MIP settings were wrong.

Unfortunately I cannot show you via images, because this "steppiness" / "harshness" / "graininess" of the textures can only be seen in motion and a screen-recording doesn't help, because it compresses away mentioned artifacts.

The only bigger thing I remember changing was turning off texture streaming and enabling "support global clip plane for planar reflections". But both settings have been reverted to its original state.

I have compared every settings screen I can think of with a backup version of the project (which still looks nice and smooth), I even copied over .ini files and held textures side by side... I am out of ideas and it's driving me crazy ;)

Thanks in advance, Robert

Product Version: UE 4.12
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asked Jun 29 '16 at 11:11 PM in Using UE4

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robleger
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avatar image robleger Jun 30 '16 at 07:46 AM

I just also tried shader recompiling by deleting the DerivedDataCache... didn't work either :-/

avatar image robleger Jun 30 '16 at 07:52 AM

Okay, I managed to record my screen after all.

Here is an older versoin of the project, which looks nice and smooth. Keep an eye on the far away planks and the tiles inside the pool. All okay:

https://www.dropbox.com/s/xsbjz0m8og0z81w/mip_good.mp4?dl=0

Now, here is the current version with its strange mipping/anti-aliasing/whatever problem. Bad. Watch for the same areas in the distance:

https://www.dropbox.com/s/h0b7devne5vwqxw/mip_bad.mp4?dl=0

What could have caused this and what secret setting can I change to get it back to look like in the older version?

Any ideas are highly appreciated :)

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1 answer: sort voted first

Apparently, it has something to do with the BSPs. I just replaced a floor element with a static mesh and tadaaaaaa - no more noise/grain issues. I still don't understand it, but whatever - problem solved!

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answered Jul 01 '16 at 03:32 PM

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robleger
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