# Camera animation LOD issue

**URL:** <https://community.cesium.com/t/camera-animation-lod-issue/34865>\
**Category:** Cesium for Unreal\
**Created:** [August 30, 2024, 8:17pm UTC](https://community.cesium.com/t/camera-animation-lod-issue/34865 "2024-08-30T20:17:58Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Cassimo](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/cassimo/32/25450_2.png) [@Cassimo](https://community.cesium.com/u/Cassimo)\
**Post date:** [August 30, 2024, 8:17pm UTC](https://community.cesium.com/t/camera-animation-lod-issue/34865/1 "2024-08-30T20:17:58Z")

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When animating a camera, I often get nasty lod switches in camera range. Is it possible to extend the range before the next lod kicks in?  
I already have my Lod Transition Length at around 0,001 but can’t lower my Maximum Screen Space Error under 16 somehow without getting artifacts

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**Author:** ![janine](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/janine/32/5135_2.png) [@janine](https://community.cesium.com/u/janine)\
**Post date:** [September 3, 2024, 2:19pm UTC](https://community.cesium.com/t/camera-animation-lod-issue/34865/2 "2024-09-03T14:19:08Z")

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Hi @Cassimo, welcome to the community!

> Is it possible to extend the range before the next lod kicks in?

There’s no way to explicitly set a range, but you could raise the **Maximum Screen Space Error**. This value works inversely with the level of detail – a higher value will allow lower LODs to linger around longer, while a lower value will force LODs to load.

It’s concerning to hear that you’re getting “artifacts” – what exactly are you seeing?

And, just to clarify, are you animating this camera in realtime (in the game itself)? Or is this being used for Movie Render Queue / Sequencer? If it’s the latter, you can specify a large number of warmup frames to guarantee that the necessary tiles load before rendering starts.
