No. You have 2 diffuse textures essentially stacked. The first is low res and this will be in the upper Diffuse layer. Then you have the hi res as the diffuse layer underneath it.
SketchUp will use the one on top as the texture in your model. So, the trick here is to have that layer as a low res map and tell VR to render it 100% transparent, without the SketchUp window realizing it. We cannot use the transparency color box because this will also affect the transparency in the SU window.
What we do is under transparency apply a AColorTex in the map, then set that color to pure white.
This tells VR to ignore that layer and use the high res one underneath when rendering and because SU doesn't see at any of the VR tex parameters, the low res map stays in the SU window.
This trick is used quite a bit in many scenarios. Example would be if you needed to see a bump map of a texture in order to set the UVW mapping for something like water. It is very important to understand and have this one in your back pocket at all times.