Hey All,
I am currently using Cesium for Unreal for a Unreal 5.5 application where the character flies around the world wide globe (utilizing Cesium Self-Hosted via the Docker solution). My OSM building Mean Squared Error is set to 1, the terrain is set to 8. My n-display configuration is just defining 3 projectors all attached to the same machine which also is running the Unreal application and cesium self-hosted application.
When I run the application with the N-Display configuration disabled, the application behaves normally: The buildings and terrain tiles all load in correctly, I may see some Z-fighting but no major errors/changes while the character moves relatively slowly.
When I run the application with the N-Display configuration enabled, the application behaves abnormally: The buildings and tiles will load at different error levels and often change back and forth. Even when I appear to be closer to a section of the Earth in question, the quality of a tile may reduce or increase. This behavior occurs on all 3 views.
I believe this could be similar to the issue here Distant Tiles Clipped When nDisplay Is Enabled where N-display and Cesium may not be interacting well together. Any general thoughts on this or tips to fix it? I have messed with the MSE, cached memory, and more to try to fix this. Thanks!
EDIT:
I am running my executable via the following command in the commandline as my PC needs to be offline and does not have UnrealEngine installed. A CLI option here could be a part of the problem but I am unsure.
“executable” None -messaging -dc_cluster -nosplash -fixedseed -NoVerifyGC -noxrstereo -xrtrackingonly -RemoteControlIsHeadless -StageFriendlyName=“Node_0” -MaxGPUCount=2 -dc_cfg=“NdisplayConfig” -d3d11 -dc_dev_mono -nosound -NoLoadingScreen -DisablePython -dc_node=Node_0 Log=Node_0.log -ini:Engine:[/Script/Engine.Engine]:GameEngine=/Script/DisplayCluster.DisplayClusterGameEngine,[/Script/Engine.Engine]:GameViewportClientClassName=/Script/DisplayCluster.DisplayClusterViewportClient,[/Script/Engine.UserInterfaceSettings]:bAllowHighDPIInGameMode=True -ini:Game:[/Script/EngineSettings.GeneralProjectSettings]:bUseBorderlessWindow=True -ini:Input:[/Script/Engine.InputSettings]:DefaultPlayerInputClass=/Script/DisplayCluster.DisplayClusterPlayerInput -unattended -NoScreenMessages -handleensurepercent=0 -UDPMESSAGING_TRANSPORT_MULTICAST=“230.0.0.1:6666” -UDPMESSAGING_TRANSPORT_UNICAST=“127.0.0.1:0” -UDPMESSAGING_TRANSPORT_STATIC=“132.224.164.243:9030” -ExecCmds=“DisableAllScreenMessages” -fullscreen -CONCERTRETRYAUTOCONNECTONERROR -CONCERTAUTOCONNECT -CONCERTSERVER=“unreal_ig_MU_Server_i9An6urnvLkI” -CONCERTSESSION=“MU_Session” -CONCERTDISPLAYNAME=“Node_0” -CONCERTISHEADLESS -DPCVars=“Slate.bAllowNotifications=0,p.Chaos.Solver.Deterministic=1,LevelInstance.ForceEditorWorldMode=1”