
(Or setting Trilinear=True instead of the default =false to enable trilinear filtering as well.)

Texture clarity is better controlled via AF like the setting MaxAnisotropy=16 (Defaults to 4 normally.) or simply forcing it via the graphics cards control panel.

(I haven't tried editing these values much though but I experimented a bit in early UE3 titles, might have been improved in these later engine revisions, 3.5 or what it's called now what with the UDK development and other improvements from Epic until the full UE4 is out for next-gen systems or what the plan for it was, something like that.) The min LOD size however can cause issues if it can't find the textures at that size it'll either create a blank texture (Black or white only surface.) or crash. Some games do allow negative values like -1 to somewhat sharpen the texture but along with anisotropic filtering or trilinear filtering this can give a slight shimmer on textures as they simply get over sharpened.Įditing the max LOD size should be doable (Up to 4096 or 8192 or so.) but it's kinda pointless as the textures aren't that resolution so it'll simply use the highest available unless it's lowered instead to gain a bit of performance instead of visual quality. Those set the min and max texture resolution to use and also the LOD bias, 0 is neutral and means to use the original texture and then use LOD1 up to whatever level is used (12 being max I believe, each step halving the texture resolution so 512 down to 256 and so as the textured object gets further from the player to put it simple.) TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=512,LODBias=0) (Or BioEngine.ini directly if Coalsced is taken apart first, heh.)

To be more specific I'm fairly certain it was due to all these types of values in the Engine section of that INI file.
