Closed csciguy8 closed 11 months ago
Happens in a packaged game too... (Development build)
Confirming I've observed this too. I'm running an RTX A6000 ADA so I don't think it is related to your GPU.
Note for me it only appears to happen with extremely wide aspect ratios.
Unreal 5.3 and CFU 2.0.0
https://github.com/CesiumGS/cesium-unreal/assets/123468416/b2a91c0c-a681-4272-a69d-b24242f60e8d
Tested out with the lastest Unreal Engine 5.3.2, issue still persists.
Tested with Unreal Engine 5.2.1, issue does NOT occur.
Note for me it only appears to happen with extremely wide aspect ratios.
Oh interesting, I wonder if Unreal has some artificial limit on the aspect ratio. There's nothing in our code that would do that as far as I know. Could one of you break in updateView
and see if the width/height of the views reflect the actual window dimensions?
Could one of you break in
updateView
and see if the width/height of the views reflect the actual window dimensions?
Ok. I did this and _viewportSize
, _horizontalFieldOfView
, and _verticalFieldOfView
all look sensible.
I checked in both my failing case (PIE mode), and 'everything looks fine' case (not PIE mode). The respective values were the same regardless if I was in PIE or not.
Maybe unsurprising, unchecking "Enable Frustum Culling" on the Tileset makes everything look correct again.
Could be a hint.
On Windows 10, Unreal Engine 5.3.1, with a Nvidia Quadro K2200.
1) Load cesium-unreal-samples, level 05_CesiumWorldPostProcessing. 2) Push the play button to go into Play in Editor mode 3) Move the camera side to side
Granted, this is an old video card, and Unreal Engine does complain to me on startup (see popup). Still, I wouldn't expect tiles on the edges to be missing simply because of D3D 12 compatibility.
Also odd, I don't see this behavior when not in Play in Editor mode.