I've got to sample a bunch of different tiling textures in a scene, and so to limit draw calls, I put them in an atlas and wrote a custom shader that tiles only within the proper sub-region of the atlas. That works fine, but to avoid bleed problems I have to turn mip-maps off, and now the textures get a bit crawly at a distance. However I just learned about Texture Arrays! These seem really neat and could be a good solution, since each texture in the array gets its own mip map. Also the UV tiling would work normally, making my shader even simpler. But this thread suggests that many vendors skimp on the Texture Arrays feature, and it may be substantially slower (especially on mobile platforms) than a regular texture atlas. So before I do a bunch of retooling, I thought I'd ask: Does anybody have experience with texture arrays on Quest? Do they perform as well as an atlas?