3D Tiles - Request scheduling improvements
See original GitHub issue- Time slice tiles that are processing
- Explicitly cancelling requests that go out of view
- Cull received tiles that are now out of view
- Tweaks for better http2 performance. Some notes in https://github.com/AnalyticalGraphicsInc/cesium/pull/5317
- Stagger renders to allow more request throughput: https://groups.google.com/forum/#!topic/cesium-dev/WQ4mgLcoBqI
- Debug visualizations to see load order.
- Colorize by load order
- Secondary camera see loaded tiles from a better vantage points
- Statistics / tracking improvements
- Statistics for average load time
- Statistics for number of cancelled requests
- Evaluate performance for smaller or larger tile sizes
- Prioritize based on center of screen: https://github.com/AnalyticalGraphicsInc/cesium/pull/6243#issuecomment-401496089
- How to mix and match different prioritization modes. Additive tiles use distance, replacement tiles use SSE, terrain uses its own priority. Is there any way to normalize all values to a 0-1 range?
- Fix 3D Tiles starving terrain/imagery: https://github.com/AnalyticalGraphicsInc/cesium/issues/5954
- Implement
Requestpool to avoid allocating manyRequestobjects.
Issue Analytics
- State:
- Created 6 years ago
- Comments:12 (12 by maintainers)
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non-skipLOD alpha blending, manual zoom
Before and after of load time colorization heat map (again, it’s reversed: black/blue=first load, red/white=last load) colorized by time since new scene load.