# Texture anisotropy no effect in WebXR?

**URL:** <https://discourse.threejs.org/t/texture-anisotropy-no-effect-in-webxr/49452>\
**Category:** Questions\
**Tags:** webxr, textures\
**Created:** [March 22, 2023, 4:55pm UTC](https://discourse.threejs.org/t/texture-anisotropy-no-effect-in-webxr/49452 "2023-03-22T16:55:02Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![jcy](https://avatars.discourse-cdn.com/v4/letter/j/91b2a8/32.png) [@jcy](https://discourse.threejs.org/u/jcy)\
**Post date:** [March 22, 2023, 4:55pm UTC](https://discourse.threejs.org/t/texture-anisotropy-no-effect-in-webxr/49452/1 "2023-03-22T16:55:02Z")

</div>

Hi,

I’ve set up both `setPixelRatio(window.devicePixelRatio * 1.5)` and all textures to use `getMaxAnisotropy()` and this works great in both mobile and desktop. However whenever I enter immersive mode in WebXR, all video textures and canvas textures immediately become blurry from a distance.

I’ve tried adding a timeout to generate textures after entering immersive mode but the issue persists.

How can I ensure that video or canvas textures still maintain their clarity inside WebXR?

Thank You!
