When you say rendering stops, do you mean the render loop blocks (so you can’t move/interact with the viewer)? Or does the imagery flicker/disappear during that time? Either way, I think it isn’t expected behavior and something we might want to look at it.
My first guess is it might be that the tiles are too big. Can you try tiling it to tiles that are smaller? You could also try uploading your imagery to ion (https://cesium.com/ion/) and use its tiling just to compare performance. Let me know what you find out.
Thanks for following up. I’m in the case where the render loop stops so that I can’t interact with the viewer. For sure, the tiles are quite big (2700 x 2700 px). Instead of reducing there size, I’d like to understand why this occurs, in order to achieve more robustness.
I tried to upload my imagery files on Ion, but as they are not natively georeferenced (8 JPG files), they don’t seem to be compatible with Ion.
I’ve been profiling exactly what’s causing the hiccup, and the picture below tells that each time a new tile (2700 x 2700 px, 1 to 5 MB each) is loaded, the painting subroutine takes 40 to 100 ms of CPU and blocks the render loop.