I am using TextMeshPro Text components (the ones without a canvas) to render text in VR (Vive/Rift; Forward rendering with 4xAA). I noticed that close up the text looks perfect, however the farther I move the camera away the more I am seeing what I think are aliasing artifacts. In particular, there is more aliasing compared to rendering a UI Canvas Image (with Mip maps enabled). It does not matter how I scale the rect transform compared to the font size. In this video, you can see the effect in motion (as happens when standing still with a VR headset like the Vive). The top 4 are TextMeshPro components with various scaling sizes (1, 0.1, 0.01, 0.001). The top three have the default Roboto-Bold SDF asset; the last is with a custom Roboto-Bold font with SDF32 selected (looks worse). The bottom two are Unity UI canvas images (world space), the upper is with an image with Mip maps generated (looks great), the lower without Mip maps (looks way worse). Is there any chance of changing the appearance of the TextMeshPro components to the likeness of second-to-bottom Unity image? I am not trying to get the text to be readable, and the closeup view is already fine, I am merely talking about the banding "sizzling" that appears when moving further away. Thanks!