Android Mobile texture becomes blurry

Hello
From a simple project for mobile and tablet I simply apply a simple material on the floor. In the preview everything is perfect, however when I see it on my tablet or on the emulator (Nox) one notices at the bottom of the scene the texture becomes blurry. I agree that in real life the background is a little blurry, but at this point it would be necessary to wear glasses.
You will find enclosed images with my settings.
I spent three days trying to reduce this blurring, please help me.
Sorry for my English.

Hello
there is someone ?

Hello again
Help me please it’s very important.
I search on google morning and night, I am frustrated.
thank you

Looking on 1st screenshot I think it is simple mipmapping. If you don’t want it - set NoMipMaps in that texture options

Hello RedBox, thank you for taking the time to help me, I was starting to despair,
NoMipMaps makes the textures really horrible, this is not at all the ideal solution for me,
When I see mobile games such as Hunting era, I am curious to know how it is configured Unreal Engine 4,
I do not ask for the moon, I would just like to know if there is a parameter that would allow to repel this blur, to have a little more sharpness in depth.

I know that people might be searching for “blurry texture on Android” and while this may not be related to OP’s issue, I had an issue with the Substance plugin not working in Android. Disabling the Substance plugin and exporting the textures to use them like other textures worked for my issue.

I found a way to solve this with another game but I forgot and can’t find the way to solve it, but it was something, so there IS a solution.

Go to your project settings, under Engine > Rendering > Default Settings, change your Anti-Aliasing Method to FXAA or None.

You can also try changing the texture group for whatever texture looks blurry. I switched my characters texture to the “character” texture group and that helped me.

2023 here and the same problem happened. Mobile Anti-Aliasing Method is set to FXAA, texture groups are set to “world” or “character”. I even tried setting r.Streaming.MipBias and r.Streaming.PoolSize for different texture quality in the AndroidScalability.ini file. None of these helped me out. I’m using UE5.1 for my project. NoMipMaps certainly does the job but may cause problem for those objects far away in scene.

Finally found what the real problem is… It’s a texture streaming problem… Limit the maximum texture size and bravely increase the pool size…

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