Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Verify consistent tile lod/downloads with Cesium for Unreal #654

Open
r-veenstra opened this issue Jan 31, 2024 · 3 comments
Open

Verify consistent tile lod/downloads with Cesium for Unreal #654

r-veenstra opened this issue Jan 31, 2024 · 3 comments
Assignees

Comments

@r-veenstra
Copy link
Contributor

r-veenstra commented Jan 31, 2024

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.

@lilleyse
Copy link
Contributor

lilleyse commented Feb 1, 2024

I wonder if this is because of lack of DPI scaling, which was added to Unreal in CesiumGS/cesium-unreal#885.

@r-veenstra
Copy link
Contributor Author

Initial test from the same camera position + fov, same dataset, MSSE at 16, shows OV loading more detail than Unreal

Omniverse
capture 2024-02-02 11 41 50

Unreal
HighresScreenshot00010

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.

@timoore
Copy link
Contributor

timoore commented Feb 9, 2024

Ryan, how did you set up the identical positions and camera settings in the two programs, if Unreal is reporting something different?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

3 participants