We’re starting to scope out the next version of 3D Tiles and we’re looking for everyone’s input!
So far the roadmap includes time-dynamic 3D Tiles, Gaussian splats, voxels, vector data, and AEC rendering, and potential breaking changes like removing the legacy b3dm, i3dm, pnts, and cpmt formats.
The full roadmap is here: Potential scope for the next version of 3D Tiles · Issue #822 · CesiumGS/3d-tiles · GitHub
Let us know what you think, either here on the community forum or on GitHub!
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I would love to see performance improvements for mobile and mobile VR (like the Meta Quest). That is our main bottle neck right now - in the 3D tiles for Unity. Tile loading on Meta Quest has a major performance hit, so the tiles load slowly, causes micro stutters, and hit to frame rate. A smooth and high frame rate is key to comfortable VR experiences. I can also see XR and AR gaining popularity over the next 5 years, so smooth / fast mobile performance would be a good investment. That would be my top suggestion for future versions. Thanks Cesium team, and I look forward to watching these future development!
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Thanks for the input @5DRealities! I’ll pass this along to the Cesium Native Runtimes team.
There was a great presentation about VR performance from Badass Studios at the Cesium Developer Conference: https://www.youtube.com/watch?v=iMwHm6RJ0NI. They’re using Cesium for Unreal but it might still be relevant.
Thanks for the link to the presentation Sean. Was pretty cool! But I didn’t really hear anything specifically about Mobile VR performance. Looks like their studio mostly produces stuff for PC VR. Mobile VR development is a whole separate beast as only a fraction of the compute is available for rendering.
If you want a demo of my current implementation of Cesium with the Meta Quest be sure to check out Glider Sim on Meta Quest! I can send you a private key if you wish. But if you load the game up on a Meta Quest, enter Earth Online, you can notice micro studders, and slow loading times compared to the Default maps. And this is after working on performance optimization to the best of my ability. Note if you freeze the loading of 3D tiles in the game (by launching a paraglider and holding down right trigger), you’ll notice the game will hit it’s 90 fps target. But with the 3D tiles loading active it drops frames down to 50 - to 65 fps. So there are some performance issues with active background loading of the tiles. I’ve brought it up a couple time in the Unity forum. But I was thinking there has to be ways to engineer more optimized tile loading in future versions. https://www.meta.com/experiences/glider-sim-soaring-simulator-paragliding-hang-gliding-ultralights/5035807803211287/?srsltid=AfmBOoooyOLDN7SmuoEVE2t5JUhkY8fq1kgykOyW_3_dofSIEC3bmKdm
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