Comments (3)
Hi @keiya01,
We have a cache size limit to prevent large tilesets from crashing the browser when they use too much memory.
If you want to bypass this default behavior, you can set the cache size higher. However, for the best solution, I would recommend reducing the size of the textures in the tileset, or compressing them such as with KTX2.
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Thank you @ggetz .
Yes, I can also set Infinity
to the cacheSize option. However, I personally think that it causes unexpected behavior when the cache size limit is exceeded. Ideally, it would be more useful if it behaved more naturally.
For example, the feature that exceeds the cache size should be removed from the scene, not flickered. And the removed feature should be appear at a higher zoom level.
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Thanks for clarifying @keiya01!
When the cache size limit is exceeded, we adjust the scene's maximumScreenSpaceError
, which typically "unloads" higher LODs. This typically does not result in flickering. While I see your point that this can be unexpected behavior, at this point I think this appears to rare. In this case I would suggest optimizing the tileset or adjusting the cache size limit.
I'm going to close the issue for now, but we'll keep our eyes open if we see other reports.
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