iTwin / itwin-unreal-plugin

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Tile Regeneration Time #20

Open VCGP-TIAANJ opened 2 months ago

VCGP-TIAANJ commented 2 months ago

When trying to use the Unreal Sequencer or Recording Tools to output a video sequence or .PNG sequence the tileset for the Itwin Model regenerates very slowly and you lose seconds of the frames in the regeneration process while trying to export the sequence.

During the regeneration process all items from different parts in the timeline become visible for a short period which makes the visual out put useless at this stage. Camera movement for capturing these videos or sequences also seems to cause an issue with the tile regeneration.

Scene_1_03 688287 Scene_1_03 688317 Scene_1_03 690037

Scene_1_03 688282

Regards, T

GhisBntly commented 1 month ago

Hello, and thanks for the report,

This is a problem we are indeed aware of, related to our integration with the Cesium back-end, which we need to push much deeper than is currently the case. We have reason to believe this will be possible, but it will take some time to reach public availability.

The animation "popping" is particularly visible when tiles are unloaded/reloaded ("cycled") depending on the Cesium tileset's policies. You can somewhat reduce the problem by toggling on the "Use Lod transitions" flag: this will disable frustrum culling, which is responsible for tiles cycling when moving the camera (even merely rotating it). Also, to reduce tiles cycling further, you need to drastically increase "Maximum cached bytes" (also a Tileset actor option). Both policies' default values will be changed in the next version of the plugin, but this is far from fixing the problem entirely. Unless you have large amounts of RAM and make sure to preload all the LODs you need by making the tileset cache large enough (no way to know how large it needs to be), and wait for the plugin to have animated all these tiles entirely, it's not possible to export a clean video without any visible transition or inconsistent animations. So, not really doable for the time being, sorry.

Regards,