Open r-veenstra opened 7 months ago
I wonder if this is because of lack of DPI scaling, which was added to Unreal in https://github.com/CesiumGS/cesium-unreal/pull/885.
Initial test from the same camera position + fov, same dataset, MSSE at 16, shows OV loading more detail than Unreal
Omniverse
Unreal
Changing Apply Dpi Scaling from Project / Yes / No in unreal does not change what is loaded in Unreal
Adding a breakpoint into Cesium3DTilesSelection::ViewState computeViewState
seems to be using all the correct aspect ratios, resolution etc.
Possibly a discrepancy with the FOV's being displayed in OV vs UE.
For Omniverse:
Horizontal FOV is 73.29272455654551 deg
Vertical FOV is 45.42412168861224 deg
calculated in Cesium3DTilesSelection::ViewState computeViewState
In Unreal: Vertical FOV is 36.259151 deg Horizontal FOV is 60.405945 deg using the GetHfov and GetVFov blueprint functions of CineCameraActor
I can't guarantee that the above values in Unreal are actually being passed into Cesium Native, so that's just a guess.
I don't have UE setup for debugging at the moment. Next step would be to compare exactly what is being sent to Cesium Native on both platforms.
Ryan, how did you set up the identical positions and camera settings in the two programs, if Unreal is reporting something different?
Tests in #653 yielded substantially different download quantities over network for what should be identical locations / tilesets / screen space error / screen resolution between Unreal and Omniverse.
This may have simply been a settings issue between the two tests.
However, we should setup identical scenarios between Unreal and Omniverse to verify we're acheiving consistency between the two platforms.