Hi @Kevin_Ring - Could you direct us to the section of the code or the process that determines LOD selection based on the distance from the camera or pawn? We’re prepared to make custom modifications to Cesium Native and need guidance on LOD selection. Specifically, we want to understand where and how LODs are chosen for each tile. Our goal is to fix a specific LOD across all tiles, as we find the highest LOD too resource-intensive and the lowest LOD too low-quality at this time, over Quest 2/3. We know this is feasible, as we’ve achieved it with static meshes.
In the documentation it seems like one of the modules, Cesium3DTileSelection is supposed to select the LOD for each tile but it’s not clear how you’d actually select the LODs (ie, how you load a grouping)? Once you point us to the area, we’ll be able to take from there. We’re not asking you to explain, just to point us to the area so we can make some adjustments to fit our unaddressed needs on Quest.
Btw we saw other people asking the same questions, for example here: LOD - Disable Distance Checks + Ensure Highest LOD - #5 by Mark_Grossnickle
@Kevin_Ring it sounds like Unity already does what we’re looking automatically and better than UE - but since we’re built in UE, what can we do to achieve what we’re looking to do? I’m emphasizing that we’re writing this thread over the span of a few weeks - because unfortunately we’re still getting 20 FPS (despite following your optimization tips religiously) which means that our product cannot be shipped unless we try a few more custom changes.
Thanks @Brian_Langevin for helping on this too as this is time sensitive (in case Kevin is gone for the weekend)