I’ve loaded oblique photography covering a distance of over ten kilometers, and now the drawcall has reached over 8000. How can I reduce the number of “drawcalls” and optimize the performance?
If using Cesium3DTileset, try set maximumScreenSpaceError and dynamicScreenSpaceErrorDensity larger.
Larger maximumScreenSpaceError, lower tile resolution level.
Larger dynamicScreenSpaceErrorDensity, more distant tiles ignored.
Second that.
Are you using some of Cesium’s built in map assets, or is this your own data? Sometimes poor performance can be linked to map data itself, if not tiled well.
Sorry I can’t find where to set this parameter ‘dynamicScreenSpaceErrorDensity’ ,Can you take a snapshot of where it is
I found this in latest CesiumJs document.
Cesium3DTileset.ConstructorOptions
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My mistake, no dynamicScreenSpaceErrorDensity in Cesium for Unreal yet.
@Tony3141Hui Not all code from CesiumJS is the same as it is in Cesium for Unreal. In this case, there’s no dynamicScreenSpaceErrorDensity
in Cesium for Unreal.
My mistake, time to study Cesium for Unreal.
Why doesn’t cesium for unreal have this adjustment parameter “dynamicScreenSpaceError”
Need to adjust this parameter in the source code, or it is not necessary to change this value
Why doesn’t cesium for unreal have this adjustment parameter “dynamicScreenSpaceError”
It’s just not a feature that has been implemented yet. We have an issue for it:
How to make the tile always exist?
because the loading time is long, after the tile that can not be seen by the lens disappears, it will take a long time to load again, so how can it be displayed after loading
In general, you can’t. For many tilesets, the total volume of data is many orders of magnitude too large for it to all stay loaded. However, you can try increasing the Maximum Cache Size Bytes property to keep more tiles in memory. And you can turn off “Enable Frustum Culling” to avoid unloading tiles that are behind the camera.