Comments (4)
@timoore could you take a look at this?
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Cesium-Unreal is using CesiumAsync::CachingAssetAccessor, which delegates to the accessor class making the http requests. In cesium-unreal, that eventually calls Unreal's code for making http requests. cesium-omniverse isn't doing any accessor-level caching, as far as I can tell. I've used CachingAssetAccessor in vsgCS with UrlAssetAccessor and it works, although I don't provide any user interface to cache size. I think the caching @r-veenstra is seeing when changing location is the result of the cesium-native tile selection algorithm, which doesn't unload tiles immediately that are out of view.
I think it's best to get #634 merged before adding the CachingAssetAccessor to cesium-omniverse.
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@r-veenstra What is the UI in cesium-unreal for the cache file and its maximum number of items?
Should these parameters be stored in Usd like the other tileset parameters? Probably, I would guess.
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@timoore in Unreal these are stored in the Plugins - Cesium section of an Unreal Projects Settings.
As far as I'm aware there isn't an ability to specify a cache location on disk. On Windows it's naturally stored in C:\Users\Username\AppData\Local\UnrealEngine\5.3
, where there is a single SQLite DB that appears to be shared across any Unreal Engine 5.3 project (at least when using via the editor - unsure what happens with built projects). If you have additional versions of Unreal Engine installed, they have their own caches.
We don't really have the concept of a "Project" in Omniverse, so the scenario is a little different.
It's probably worth a discussion to determine if this should be a per USD setting vs an OV application or extension specific setting. My initial thoughts are one of the latter options, given if I'm changing my cache size settings, it's probably unique to my system?
USD Composer has a number of similar settings in Edit > Preferences, which don't appear to be saved with a USD.
I wonder if we can do something similar?
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Related Issues (20)
- Clear pixelData in glTF images after creating FabricTextures HOT 1
- Extend video-capture tools to render each frame after all 3D Tiles have loaded HOT 2
- Add settings for screen-space error, max texture size, etc to raster overlays HOT 1
- Spec and implement improved UI/UX for refreshing and reloading tilesets and raster overlays HOT 2
- Adding quick add asset should open stage tab
- If a raster overlay is deleted, remove it from the tileset's rels
- Errors when deleting sole ion server
- Terrain clamping support
- Instancing support HOT 1
- Clamp numerical properties on USD prims to valid values
- Add TileMapServicerRasterOverlay support HOT 1
- Automatically create globe anchor for georeferenced tileset
- Update default settings for tilesets to improve performance
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- Separate UI and core functionality into separate extensions
- Use as Terrain Tileset Base Layer button missing
- ion server tilesets running without OAuth / no token fail to load
- Using an invalid ion Asset ID with self hosted & no Oauth causes a crash
- Main Cesium UI is missing scrollbar
- Hang on startup when extension is used in an Kit-app-template "Fat Package" HOT 1
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