Artifacts are displayed when changing WWW to UnityWebRequest

Hello
I have a VR project, a sphere object and a camera inside.
The texture on the sphere is loaded using WWW.
code with WWW

    [SerializeField] private MeshRenderer SphereMesh;

    private Texture2D texture;

    void Start()
    {
        texture = new Texture2D(8192, 4096);
        SphereMesh.material.mainTexture = texture;
        StartCoroutine(InitializeVR("http://server/im1.jpg"));
      
    }

    IEnumerator InitializeVR(string url)
    {
        WWW www = new WWW(url);
        yield return www;
        www.LoadImageIntoTexture(texture);
        Screen.orientation = ScreenOrientation.LandscapeLeft;
        www.Dispose();
    }

But Unity writes that WWW is deprecated

So I decided to translate the code to UnityWebRequest
code with UnityWebRequest

    void Start()
    {
        StartCoroutine(setHDR("http://server/im1.jpg"));

    }

    IEnumerator setHDR(string url)
    {
        using (UnityWebRequest uwr = UnityWebRequestTexture.GetTexture(url))
        {
            yield return uwr.SendWebRequest();

            if (uwr.isNetworkError || uwr.isHttpError)
            {
                Debug.Log(uwr.error);
            }
            else
            {
                SphereMesh.material.mainTexture = DownloadHandlerTexture.GetContent(uwr);
                Screen.orientation = ScreenOrientation.LandscapeLeft;

                Debug.Log("complete");
            }
        }
    }

Everything works, but artifacts appear in the image and when the user turns the camera, this is even more visible.

And these are the settings for the sphere object

The problem was in mipmapCount different values beetwen needed texture and generated by DownloadHandlerTexture.GetContent(uwr)

the correct code would be

 _texture.LoadImage(uwr.downloadHandler.data);