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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.
The text was updated successfully, but these errors were encountered:
Initial test from the same camera position + fov, same dataset, MSSE at 16, shows OV loading more detail than Unreal
Omniverse
Unreal
Changing Apply Dpi Scaling from Project / Yes / No in unreal does not change what is loaded in Unreal
Adding a breakpoint into Cesium3DTilesSelection::ViewState computeViewState seems to be using all the correct aspect ratios, resolution etc.
Possibly a discrepancy with the FOV's being displayed in OV vs UE.
For Omniverse:
Horizontal FOV is 73.29272455654551 deg
Vertical FOV is 45.42412168861224 deg
calculated in Cesium3DTilesSelection::ViewState computeViewState
In Unreal:
Vertical FOV is 36.259151 deg
Horizontal FOV is 60.405945 deg
using the GetHfov and GetVFov blueprint functions of CineCameraActor
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.
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.
The text was updated successfully, but these errors were encountered: