Setting an actual fixed LOD

Hi Team,

I have read many threads about fixing and/or forcing the LOD of tiles, but they are always faced/replied in the same way and I don’t see you implementing this must have:

I would want to fix the LOD of the tiles, that’s all. This means them not being affected nor depending on the screen space error nor the pixel size. This also means all tiles being at same LOD independtly on the distance, so avoiding loading densier LOD, if nearer, and lower LODs, if farer, and avoiding LOD discrepancies between neighbour tiles. Just that: a fixed lod. Or even better, a maximum and minimum ‘clamped’ LOD, to prevent lowers and highers.

I think it shouldn’t be so hard to implement, and I have seen MANY users asking for this, over the current “solution”.

PD: I know this can consume a lot of resources, but maybe I have a small masked area. Anyway, it’s up to the user to manage his resources.

Thank you and best regards!

Hi @miguel1900 , welcome to the forum!

I’ve opened a feature request in the Cesium for Unreal repo here. This would be a useful feature, and pending any technical limitations seams feasible.

Thanks for sharing.

Thank you very much for taking it into account, Ben!

Best regards!

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Hey Ben,

This feature would be quite helpful! Its awkward to try to move around terrain realistically and see a large patch of buildings appear when you get near to terrain.

As an additional thought, it could be nice to be able to hard set LOD in specific areas, kind of similar to sub-levels. I may care about a city having high LOD but the quality can drop a couple of levels the farther away from the city. This could be easy when you load multiple different cesium tilesets but I am currently using the self-hosted Cesium World database so I assume there would need to be additional controls to do this above scenario (like Sub-Levels).

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