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Verify consistent tile lod/downloads with Cesium for Unreal #654
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I wonder if this is because of lack of DPI scaling, which was added to Unreal in CesiumGS/cesium-unreal#885. |
Initial test from the same camera position + fov, same dataset, MSSE at 16, shows OV loading more detail than Unreal Changing Apply Dpi Scaling from Project / Yes / No in unreal does not change what is loaded in Unreal Adding a breakpoint into Possibly a discrepancy with the FOV's being displayed in OV vs UE. For Omniverse: In Unreal: I can't guarantee that the above values in Unreal are actually being passed into Cesium Native, so that's just a guess. I don't have UE setup for debugging at the moment. Next step would be to compare exactly what is being sent to Cesium Native on both platforms. |
Ryan, how did you set up the identical positions and camera settings in the two programs, if Unreal is reporting something different? |
Tests in #653 yielded substantially different download quantities over network for what should be identical locations / tilesets / screen space error / screen resolution between Unreal and Omniverse.
This may have simply been a settings issue between the two tests.
However, we should setup identical scenarios between Unreal and Omniverse to verify we're acheiving consistency between the two platforms.
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