8K 360 texture is noisy

Hi All,

I’ve got a project that loads up BP_Actors as 360 sphere maps.

All the mechanics are fine but I’ve noticed that the texture is noisy when displayed in game, like it’s pixelated or crushed.

(I can’t load the image as it’s for a client)

I’ve tried a few things but it only ever gets worse.

Is this a limitation of the texture size? and if so would it be better to cut it down into smaller parts? so instead of one sphere trying to display an 8K map I’d have 4 quarters of a sphere with 4 2k maps?

Hello ,

Have you tried changing the “Mip Gen Settings” of the texture to “NoMipmaps”?

I have, spent a while messing around with the Mip Gen settings without knowing what they exactly do. I did try changing it from colour to linear colour and doing the relevant changes but that only displayed as massively pixelated.

Are we agreed it’s purely to do with Mip settings and nothing else? Just so I know what to look at above other things.

Hard to say for sure. My two other thoughts are that it could be a texture memory/streaming thing or possibly something to do with the UVs on the mesh. (similar compression/pixelization occurs on other meshes?)

It’s applied to a sphere from unreal. I could always try a higher poly sphere from max but I wouldn’t be sure why that’d change anything.

Maybe it’s a streaming issue but this is on an iPad Pro and the scene manages well with a 2million plus poly count. (Arch vis related)

Hey there, you can try putting the texture compression settings to User Interface 2D and set the Mipmaps to No Mipmaps.

That’s worth giving a try, I’ll be sure to update when I get back to it. Many thanks so far.

I can confirm this seems to be the best method so far, make sure the filtering is set though otherwise you’ll have very sharp images indeed.

Thanks a bunch for the suggestion, it’s not 1:1 perfect but it’s the best I have got.

Good to know :slight_smile: