Quick answer: Increase Page Update Budget in Project Settings → Virtual Texturing. Pre-warm RVT regions before teleports. Profile via VirtualTexturing console commands.
A landscape uses Runtime Virtual Texture for blend layers. Teleporting to a new area shows blurry textures for ~1 second while RVT pages stream in.
Page Update Budget
r.VT.PageUpdateBudgetMS 4.0
Raise budget for faster page updates. Default 1ms is conservative; 4ms reduces blur duration but costs frame time during streaming.
Pre-warm via Camera Position
void AGameMode::PreWarmRegion(FVector Location)
{
URuntimeVirtualTextureComponent* RVT = ...;
RVT->RequestPreload(Location, 2000.f);
}
Call before teleport. RVT samples pages in the region; ready by the time camera arrives.
Tile Resolution
RVT asset settings: lower tile resolution = faster to update but less detail. Balance per use case (terrain blend can be lower res than character close-up).
Streaming VT for Detail
For mostly-static high-detail textures, use Streaming Virtual Textures (SVT). Streams from disk based on visibility; doesn’t suffer the same per-frame compute cost.
Verifying
Teleport across map. Textures resolve cleanly within 1-2 frames. Profile shows page updates complete inside budget.
“RVT is gpu-bandwidth bound. Budget per frame, pre-warm regions, balance per use.”
For racing or fast-traversal games especially, pre-warm the next track segment 5 seconds out — never visible blur.