Hello,
Im testing Cesium for Unreal with the flight example provided and Im using Google Photorealistic 3D Tiles. I have a camera mounted in front of the aircraft nose that acts as a real-time “sensor camera” (not a cinematic camera). The aircraft is driven by UDP input, so its motion is stochastic and can change rapidly.
Im flying at relatively low altitude (~200 m AGL) and high speed, and I notice that tiles often load late or in lower resolution, especially during fast maneuvers. I’ve tried tuning:
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Maximum Screen Space Error (SSE)
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Maximum number of tiles
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Tile loading budgets
but it still feels like I’m hitting a streaming/throughput ceiling rather than just a parameter issue.
I also tried using an additional camera slightly behind or above the aircraft to help preload tiles, but when the aircraft turns aggressively the streaming still can’t keep up.
My questions are:
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Is this type of use case (fast, low-altitude, real-time flight with a sensor-like camera) something Cesium is designed to support reliably?
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Are there recommended strategies for this scenario (e.g. anchor cameras, multiple views, camera manager usage, SSE strategies, preload bubbles, etc.)?
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Would upgrading to a paid Cesium ion plan (higher streaming quotas / Google tiles quotas) improve this behavior, or is this primarily limited by client-side streaming and LOD selection rather than account tier?
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In general, am I using the system in a reasonable way, or am I trying to push it into a domain where custom tilesets or different approaches are required?
So the core requirement is:
a real-time camera that must see stable, high-quality terrain while flying fast at low altitude.
Anyone?