Hi, sorry for the lack of replies, I am not sure if I understand your issue correctly. Do you mean that the areas close to the camera are very detailed and the ones farther away have less detail in them? (are more "blurry"?)
If so, this is the expected behavior right now, because displacement in "screen size" mode is calculated depending on the image resolution. If many small details are smaller than a single pixel, they will not be visible, or at least not clearly.
I don't know what exact texture you are using for you displacement (e.g. is it a bitmap? or a procedural texture?) but you could try lowering the "blurring" value or cycling between different filtering modes. That might help.
Alternatively, maybe you could try using Scatter to get sharp, high quality details in the background? (e.g. scattering some rocks)
Hello Maru! Thank you very much for reply!
I'm using RDTextures (8k resolution) on the second slot of displacement. I tried to change filters of bitmaps, the blur is 0.01 right now.
So my question, if we have huge area (in my case, this is 10km by 10 km), for example rocks that come out from the send, and we got it from some software (world creator, gaea, world machine), because if the 2.5D type and depending on pixel, we can't realized far away from camera details. I tried to use world size displacement and it can't give me 3ven this results, that you can see here.
Look at this guy please, his works was done not only with scattering, with displacement textures and we can see far details from camera:
https://www.artstation.com/artwork/PeqJ9y