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lilleyse avatar lilleyse commented on July 19, 2024

I wonder if this is because of lack of DPI scaling, which was added to Unreal in CesiumGS/cesium-unreal#885.

from cesium-omniverse.

r-veenstra avatar r-veenstra commented on July 19, 2024

Initial test from the same camera position + fov, same dataset, MSSE at 16, shows OV loading more detail than Unreal

Omniverse
capture 2024-02-02 11 41 50

Unreal
HighresScreenshot00010

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.

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timoore avatar timoore commented on July 19, 2024

Ryan, how did you set up the identical positions and camera settings in the two programs, if Unreal is reporting something different?

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