I have developed a globe viewer using the Cesium Tile set with the bing labels. SSE set to 4. I can pan around the globe bu moving the camera around the globe (not actually rotating the globe) also zoom in and out. This all works well on testing with PC connected to the quest3 via link cable but when I package for standalone testing on quest3 I get what looks like stretched surface texture in circular bands like rounf the planet like you can see the tile boundaries as distorted texture. These lines moves and change as I rotate and zoom in and out of the planet. WHen I am really close to the planet the distortion bands disappear in my front fiew but when I look left or right into the distance they are still there. Any suggestion on what to look at or check etc.
I’ve attached a short game play video of this rendering problem. Keen to see what advice you have to fix. Problem only happens on package for android and deploy to quest3 in standalone testing. No problem if using PC link cable to quest3 VR testing….. I’ve tried playing with SSE and other cesium values in the tileset to no avail as well as going into the base material the material instance in the tile set points to and changed mobile float precision mode to use full precision for every float, also tried disabling mip maps…..Not sure what else to try ? Any suggestions or is this a known problem / restirction on mobile / quest 3 android rendering pipeline ? I’ve attached a short vide of the game play and stop and point a VR wand at the artifacts so you can see the problem. Thanks Link to quest3 standalone testing showing rendering artifacts.
Anyone get any suggestions here ? Still getting the artifacts highlighted in the video link above on standalone quest3 testing ….. No problem when running to quest3 via the PC link cable. Using Unreal 5.5.4 and Cesium 2.19.1 ?
Hi @yazzap,
Thanks for attaching a video of the behavior. Unfortunately, this is a known issue on the Quest3 due to the limited hardware on those smaller devices. We’ve actually tried troubleshooting this ourselves a while back and even asking Epic for suggestions, but we haven’t figured out a workaround.
Basically, because Cesium uses a large scale that requires very big coordinates, the range of depth that is captured by the device is quite large. Worldwide datasets – like Cesium World Terrain or Google Photorealistic 3D Tiles – often generate “skirts” around the tiles to prevent cracks from showing between them. However, a limited depth buffer results in z-fighting between the tiles and their skirts.
I’m afraid we haven’t had much luck with a solution. Maybe it would help to adjust dynamically adjust the near plane value for the camera, to reduce the range of depth values. Or perhaps you could try lowering the scale on the Cesium Georeference?
Thanks so is this a restriction of unreal engine then . I notice that the glider sim game from 5DRealitires for quest 3 using cesium and globe viewer has no problem. That’s developed on unity though ?
OK I’ll try your suggestion but do you know if this is an Unreal Enging problem specifically as the problem does not exist on the Unity developed glider sim game I referred to. I can send you a video of a similar zoom and pan around globe sequence from that game too if it helps although basically all it shows is the terain all looking good as you zoom in from way out far to close up without those edge of tile texture stretch artifacts ? Maybe Unity implementation is differnent than unreal or the game developer worked out a way to stop the texture stretch ??