Is there a way to set a separate rule for the distance where tree billboards show mipmaps vs the full texture? It seems like Dyndolod is assigning the full billboard texture to LOD 8, and a mipmap to LOD 16. The problem is the LOD 16 level is totally visible at fblocklevel1distance 70,000 and the tree billboards make the transition between LOD 16 and LOD 8 pretty jarring - they look absolutely terrible/blurry while the LOD 8 billboard version of the same tree looks like the tree is supposed to look. For example, when I stand on the Guardian Stone side of lake Ilinalta the trees on the far side by the mill are very visible and blurry, and when I get closer they "pop" into the normal-looking billboard, and then as I get even closer they turn into static LOD 4 and finally the full model. The last 2 transitions are reasonably invisible, but the "pop" from blurry billboard to normal billboard is the most noticeable. I will also say that Dyndolod is so amazing and necessary in VR because everything appears life-sized, so distant LODs and billboards are much larger/fill more of your field of vision than on a computer screen. For reference all my billboards are 1K and I set the tile size to 1024.