What you're seeing
A visible texture renders below its required resolution, sharpens late, or repeatedly changes mip quality.
Likely causes
- The required texture pool exceeds the streaming memory budget.
- Built UV scale or component bounds do not match how the material uses the texture.
- Global or per-texture mip bias limits the available resolution.
- Streaming data is stale, or IO and update cadence delay the required mip.
Check in this order
- 01Open Required Texture Resolution and compare loaded resolution with required resolution.
- 02Run STAT STREAMING and check whether Required Pool exceeds 100 percent.
- 03Use r.Streaming.DropMips 2 in a controlled test to remove cache and prefetch effects.
- 04Rebuild streaming data or correct UV scale and bounds before increasing the pool.
- 05Test the final budget and IO behavior on target hardware.
Views and commands
Streaming metrics
STAT STREAMING sortby=name maxhistoryframes=1Shows required, visible, cached, and available streaming memory.
Controlled mip test
r.Streaming.DropMips 2Drops cached and hidden mips so loaded resolution follows visible demand.
Build-status check
r.Streaming.CheckBuildStatus 1Warns in PIE or simulation when texture streaming data needs rebuilding.
Texture analysis
r.Streaming.AnalysisIndex 0Selects texture index 0 in Material Texture Coordinate Scale Accuracy view.
Required resolution view
View Mode > Optimization Viewmodes > Required Texture ResolutionCompares the current streamed resolution with the required resolution.