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CesiumSunSky atmosphere pop in at high elevations

Open csciguy8 opened this issue 1 year ago • 4 comments

Reported on the forum here... https://community.cesium.com/t/the-problem-of-crossing-the-sky/30415

dd8584973592eeaf8e52426ed7d295871bb6994e

csciguy8 avatar Mar 12 '24 17:03 csciguy8

Is this addressed by the advice in the tutorial? image

(from the end of this section: https://cesium.com/learn/unreal/unreal-geospatially-accurate-sun/#sky-atmosphere-component)

kring avatar Mar 13 '24 11:03 kring

Missed that snippet. Yes, that probably resolves it.

@kring , would it be worth exploring a solution where this just works "out of the box"?

Going into "space view" might be an edge case for a general Unreal user, but is probably much more common for a Cesium user.

csciguy8 avatar Mar 13 '24 17:03 csciguy8

Well, I suppose we could set those CVars automatically. But there are consequences, described here: https://docs.unrealengine.com/5.3/en-US/sky-atmosphere-component-in-unreal-engine/#movingfromgroundtoouterspace I'm not aware of any better options.

kring avatar Mar 14 '24 22:03 kring

Btw, I can see this pop even in our cesium-unreal-samples, Level 04, when just flying to different locations.

If I turn off those CVar optimizations, it seems to fix the pop, and oddly enough, I don't see any of the problems mentioned.

If we did want to automatically configure those CVars, we can do probably do that in CesiumSunSky here, where it is already doing some logic based on the current pawn's position.

(FYI, the pop seems to happen around a height of 70,000 meters)

csciguy8 avatar Mar 18 '24 17:03 csciguy8