What I meant was the problem isn't just a matter of the mipmap images being corrupted. The increasing amount of distortion with distance isn't a gradual blending between a clear image and a noisy image, but the increasing introduction of more distortion. Where ordinary mipmapping LERPs two images and a texel is m% image 1 : n% image 2, in this case it's as though a texel is either 100% one or other image, and the percentage of pixels of the second image increases over distance. Kinda like a primitive mipmap blending - if you didn't have interpolation available, you could mix pixels from two texturesI dont' follow you as to why mipmapping is excluded. It looks like the screenshots with magnification are fine, but as it transistions to the first mipmap (beginning at 2 pixels per texel, here), the text slowly starts getting more messed up until the base level isn't there anymore.
That would explain the slight offsets we're seeing, misaligned memory.If Rockstar is creating the mipmaps at runtime using their own code, they could be writing into memory incorrectly, locally swapping texels.