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Add option to preload a tileset or section of a tileset #266

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argallegos opened this issue Jun 18, 2021 · 4 comments
Open

Add option to preload a tileset or section of a tileset #266

argallegos opened this issue Jun 18, 2021 · 4 comments
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enhancement New feature or request performance Improvements to performance, including reductions in memory usage

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@argallegos
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This was suggested by a user on the forum.

There are times when users may need a tileset to be fully loaded before beginning play, or may want to delay at any point until a tileset is fully loaded. It would be a great feature if users could designate either a tileset to preload, or draw out a section of a tileset to preload. In practice, I imagine this would involve waiting until the tileset is fully loaded before drawing anything to the screen, presumably pausing physics and other simulation until then. This feature could be set to run when the user hits start, or triggered manually via blueprint or code.

Of course, depending on the detail of a given tileset and a user's machine, this setting could get out of hand fast in terms of performance and memory management. It also wouldn't be desirable in many situations, but is specifically helpful when users need a particular section of a level to be reliably loaded.

Maybe not top priority, but definitely a feature worth further discussion.

@baothientran
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baothientran commented Jun 18, 2021

This is just a random thought here in case we end up implementing it: the idea is good as it is, but we may not need to wait for the selected section of tileset to load. We can provide non-blocking interface with a callback that will be triggered in the calling thread when the loading is complete. On the user side, they will need to pass a flag to the callback and set it to be true when the callback is invoked. If the flag is set, they can proceed to the next level or something else. If the flag hasn't set yet, they can display a loading UI (similar to how today game does when transitioning to a new level) or doing something else while waiting.

@baothientran baothientran transferred this issue from CesiumGS/cesium-unreal Jun 18, 2021
@baothientran
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I transfer this to cesium-native side as it is related to the traversal system

@lilleyse
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Not sure if relevant, but CesiumJS has some similar concepts.

@argallegos
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Just realized that this may intersect in some way with this previously-created issue in cesium-unreal about overriding the Maximum Screen Space Error for specific regions of a tileset - CesiumGS/cesium-unreal#323
Or, at least, implementing this would likely remove the need for the other issue.

@kring kring added enhancement New feature or request performance Improvements to performance, including reductions in memory usage labels May 9, 2022
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Labels
enhancement New feature or request performance Improvements to performance, including reductions in memory usage
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