TextMeshPro blurry with Render Texture

I have a Camera looking from the top capturing a TextMeshPro. The camera’s output is to a Render Texture that is assigned to a material. The material is then assigned to a curved screen and everything is rendered using URDP settings.

I noticed the text on the rendered screen in Unity looks good but on my Oculus Quest 2, it “shakes” a lot, and figured that it was due to aliasing. So I activated the mipmap option in my Render Texture. Now my text doesn’t shake but is blurry and uncomfortable to read. How can I fix this?

Some other things I tried:

  1. Increase the font size to 200 and scale down the Text
  2. Adjusting the resolution of the Render Texture to 4000 x 4000
  3. Enabled MSAA x4 for my game

Below is a screenshot comparing the TextMeshPro after applying mipmap to the Render Texture (Sample Text) in comparison with the same TextMeshPro placed in front of the curved screen (Sample Text 2). Sample Text 2 looks more readable and more comfortable.

Did you find a solution to this, I have similar issue my text and render texture are both blurry. They are only sharp if you are standing very close to them

@Seve2 No luck yet. But i did experiment a bit with it. I’m trying to show now the textmeshpro in front of the user directly instead of showing it through the renderer texture. Apparently the textmeshpro loses its ability of being rendered clearly from a distance when used with render texture

Cool thanks for the feedback. I use it directly but the user still need to move very close to the text to see it clearly