Fix LOD upscaling in render form UE5

I’m using Cesium for Unreal engine with google maps API. It works great, I just have one problem:

I’m using UE5 sequencer to make a render of a camera move that travels through the mountains. I render loads of warm up frames to give the tiles time to load in, but throughout the animation some of the tiles are updating/upscaling and it’s really noticeable, is there a way around this? Ideal situation would be for the tiles to fully load in before the frame is rendered, but I’m not sure there’s a way to do this?

I’ve attached a video to show what I mean, the central tiles upscaling is the issue! (please watch in full resolution to see it!)

Thanks :slight_smile:

I think I see what you’re talking about. It’s very subtle. I’m noticing more of a lighting change than a change in geometry or texture detail.

Just to be sure, do you think you can make a screengrab and circle the area that you are observing?

Hey Brian,

Thanks so much for the reply! Certainly, I’ve looped one of the more problematic sections and punched in so you can see what the error is. Please have a look at this:

You’re right, it is subtle, but unfortunately it happens in so many places that it becomes really noticeable as there’s constant changes happening all over the screen, please let me know if you have any advice!

Hey @Jonny_Carr,

Unfortunately, the nature of 3D Tiles is to stream levels of detail as needed for the current camera view. This means that higher-detailed tiles won’t pop in until the camera is close enough.

You can try to mitigate this by setting the Maximum Screen Space Error on your tileset to a very low number, like 2. Or 1, if it’s still insufficient. Beware that this will prompt more tiles to load in, which will probably slow down rendering time. But hopefully, it reduces the amount of LOD switching during your sequence.

Aaa I was afraid of this answer haha, OK. Is there any other way to try and mitigate the upscaling effect? I had my SSE set very low already, or even a way to increase the distance from the camera before tiles load in at lower LODs if that makes sense?


Have you tried playing with Cesium3DTilesetUse Lod Transitions?

It won’t keep the transition from happening, but you may be able to find a fade in time that makes it more pleasing.