# PROBLEM Google Photorealistic 3D Tiles UNREAL 5.4 

**URL:** <https://community.cesium.com/t/problem-google-photorealistic-3d-tiles-unreal-5-4/33830>\
**Category:** Cesium for Unreal\
**Created:** [July 16, 2024, 5:01pm UTC](https://community.cesium.com/t/problem-google-photorealistic-3d-tiles-unreal-5-4/33830 "2024-07-16T17:01:20Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![SalvadorDP](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/salvadordp/32/14000_2.png) [@SalvadorDP](https://community.cesium.com/u/SalvadorDP)\
**Post date:** [July 16, 2024, 5:01pm UTC](https://community.cesium.com/t/problem-google-photorealistic-3d-tiles-unreal-5-4/33830/1 "2024-07-16T17:01:20Z")

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Hi!  
When I load Google Photorealistic 3D Tiles inside unreal, many tiles appear and disappear quickly. In the images you can’t see that fast disappearance. To prevent this from happening I had to increase the level of detail to 150 and still had the same error, although much less.

To indicate that this stops happening when I have selected the asset inside unreal, as it is observed in the last capture.

 ![Captura de pantalla 2024-07-16 175241](https://global.discourse-cdn.com/cesium/original/3X/6/b/6b0f115a42d07ca02df071940ae7b6349d0f7479.jpeg)  
 ![2](https://global.discourse-cdn.com/cesium/original/3X/e/0/e06b6f82707b2d87d79a11107a4dcfe87568c92d.jpeg)  
 ![3](https://global.discourse-cdn.com/cesium/original/3X/9/8/981a6aac5f7d8f6d446bd2331f512d144bf0bb62.jpeg)

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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:** [July 24, 2024, 2:26pm UTC](https://community.cesium.com/t/problem-google-photorealistic-3d-tiles-unreal-5-4/33830/2 "2024-07-24T14:26:11Z")

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Hi @SalvadorDP, welcome to the community!

Judging from your screenshot, it looks like you have _two_ sets of Google Photorealistic 3D Tiles in the scene. This dataset is already pretty heavy to load – there’s a lot of tiles, especially as you increase the level of detail. So having it in the scene twice is definitely going to slow the loading process.

Could you let us know how it goes with only one copy of the data in the scene? 😄

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**Author:** ![SalvadorDP](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/salvadordp/32/14000_2.png) [@SalvadorDP](https://community.cesium.com/u/SalvadorDP)\
**Post date:** [September 1, 2024, 10:16am UTC](https://community.cesium.com/t/problem-google-photorealistic-3d-tiles-unreal-5-4/33830/3 "2024-09-01T10:16:44Z")

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> [@janine](#):
>
> Judging from your screenshot, it looks like you have _two_ sets of Google Photorealistic 3D Tiles in the scene. This dataset is already pretty heavy to load – there’s a lot of tiles, especially as you increase the level of detail. So having it in the scene twice is definitely going to slow the loading process.
> 
> Could you let us know how it goes with only one copy of the data in the scene?

Hi,  
I have included two sets because I encountered an issue when using just one. As you can see in the images, one set is used in both instances, while the other images feature only one set. The issue arises with certain tiles that flicker and disappear from the image. However, if I have selected the Cesium element, they remain correctly. Only in the first image are there two sets, while the others feature only one set.

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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, 2:27pm UTC](https://community.cesium.com/t/problem-google-photorealistic-3d-tiles-unreal-5-4/33830/4 "2024-09-03T14:27:57Z")

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Hi @SalvadorDP,

Hm, I’m not sure I understand from the written description. If you’re able to capture a video of the behavior, I could form a better idea.

Could you also share any settings that you changed on the tileset? For example, what value of **Maximum Screen Space Error** are you using? Are there any other things you changed?

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<div class="post-metadata">

**Author:** ![SalvadorDP](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/salvadordp/32/14000_2.png) [@SalvadorDP](https://community.cesium.com/u/SalvadorDP)\
**Post date:** [October 24, 2024, 1:43pm UTC](https://community.cesium.com/t/problem-google-photorealistic-3d-tiles-unreal-5-4/33830/5 "2024-10-24T13:43:18Z")

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Hi!

Please find attached a video which I believe provides the best insight into the issue.

[video.rar](https://community.cesium.com/uploads/short-url/kkGIymeGGsfffWvBNUN93pMJDtw.rar) (13.3 MB)

As you will see, I do not adjust any parameters.

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<div class="post-metadata">

**Author:** ![SalvadorDP](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/salvadordp/32/14000_2.png) [@SalvadorDP](https://community.cesium.com/u/SalvadorDP)\
**Post date:** [November 5, 2024, 9:16am UTC](https://community.cesium.com/t/problem-google-photorealistic-3d-tiles-unreal-5-4/33830/6 "2024-11-05T09:16:05Z")

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Hi,  
Please confirm whether you have been able to verify the issues I previously highlighted. Despite attempting to modify the relevant properties, I have been unable to resolve the tiling.

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**Author:** ![Kevin\_Ring](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/kevin_ring/32/2003_2.png) [@Kevin\_Ring](https://community.cesium.com/u/Kevin_Ring)\
**Post date:** [November 6, 2024, 4:25am UTC](https://community.cesium.com/t/problem-google-photorealistic-3d-tiles-unreal-5-4/33830/7 "2024-11-06T04:25:21Z")

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Hi @SalvadorDP,  
It looks like you might be running into this issue:

> <https://github.com/CesiumGS/cesium-unreal/issues/1288>
>
> Originally reported on the community forum:
> https://community.cesium.com/t/tile…s-constantly-glitching-in-certain-zones/27648
> 
> In this one particular spot, near latitude 49.9889 longitude -113.410537, there's a very strange flickery visual glitch in Cesium World Terrain when you move the camera in close to the surface. The problem goes away when the Cesium3DTileset Actor is selected. It also goes away when you turn off Unreal's Occlusion Culling (Edit-\>Project Settings-\>Engine-\>Rendering-\>Culling). 
> 
> I believe what is happening is that Unreal is changing its mind every other frame about whether or not these tiles are occluded. So one frame they're rendered, the next they're not, and so on. If you do \`r.VisualizeOccludedPrimitives 1\` in the console, Unreal highlights these flickery tiles in green, indicating that they are occluded (at least some of the time):
> 
> \<img width="694" alt="image" src="https://github.com/CesiumGS/cesium-unreal/assets/924374/572cf1c9-f48c-49a9-acac-e30d3a891edb"\>
> 
> This is with "Suspend Update" enabled, so I don't think there's any possibility that we're accidentally toggling the tile's visibility on and off.
> 
> I have no idea what's causing this occlusion ping-pong, though. Seems like it kind of has to be an Unreal Engine bug, but hard to say for sure. I tested with UE 5.1.1.
> 
> !\[occlusion-culling-artifact\](https://github.com/CesiumGS/cesium-unreal/assets/924374/eb9551ca-ec96-42f0-b29d-2696e7a155ed)

Unfortunately, we don’t know what causes it. As far as we can tell, it’s a bug in Unreal Engine. But it can be worked around by disabling Occlusion Culling (Edit → Project Settings → Engine → Rendering → Culling).
