Why do textures blur so close?

I was using the FilterForge Demo to make a cool ground texture, and walking around in it with the first person controller, and I noticed it blurs a really short distance away.

Any reasons why?

Its like, 6 feet away and the texture blurs to mush.

The mip level at that distance drops to a lower resolution. Use anisotropic or at least trilinear filtering. (As it is, you haven’t changed it from the default, bilinear.)

See two screenshots near bottom: