Comments (3)
I wonder if this is because of lack of DPI scaling, which was added to Unreal in CesiumGS/cesium-unreal#885.
from cesium-omniverse.
Initial test from the same camera position + fov, same dataset, MSSE at 16, shows OV loading more detail than 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.
from cesium-omniverse.
Ryan, how did you set up the identical positions and camera settings in the two programs, if Unreal is reporting something different?
from cesium-omniverse.
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