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Our old "forbid holes" mode worked by loading the tile pyramid strictly from the top down. Before a tile could be refined, all of its children had to be completely loaded. This indeed prevented holes, but it also made loading a lot slower. The user would see a switch to each level-of-detail in turn as each level loaded.
Meanwhile, we also had another option to avoid holes. Disabling frustum culling also achieves the goal of avoiding any holes (after #597). And in this mode, we don't strictly need to load tile levels in order. We can shoot straight down and load the most detailed tiles first. The only caveat is that we load and render a bunch of extra tiles that are outside the view frustum. So this mode is slower to render than the "forbid holes" mode (because it renders more tiles; though culling on the game engine side will avoid some of this), but it loads fewer tiles and gets detail on the screen faster.
This PR eliminates the old "forbid holes" mode entirely and replaces it with a variation of the "disable frustum culling" mode tuned to simply forbidding holes. In this new mode:
With this new mode enabled, and "preload ancestors" disabled, I'm seeing about a 30% increase in tiles loaded and total load time compared to the default mode with all preloading disabled.
In the tables below, the settings are as follows:
In all cases the network cache is warmed up so no network requests are done.
San Francisco scene in Cesium for Unity, default view
Cesium World scene in Cesium for Unity, default view
I deleted the "Dynamic Camera" so titles wouldn't be selected for both the Editor camera and the scene camera.
Note that the number of tiles rendered is higher than the number loaded for Cesium OSM Buildings because it dubiously counts contentless tiles as "rendered" because of the additive refinement.