Interface: DeckTileCacheConfig
In-memory cache bounds for the deck.gl MVTLayer overlays (labels, POI icons, store logos, elevated
lines). deck.gl keeps every parsed tile — and its GPU buffers — in memory unless a bound is set, so
on a long-running kiosk that pans/zooms/changes floors for hours the working set grows without
limit. These bounds cap what stays resident in RAM/VRAM; the raw tile bytes remain in the Service
Worker cache on disk, so an evicted tile is re-parsed from disk rather than re-downloaded.
All fields are optional and forwarded verbatim to every MVTLayer. When omitted, the SDK applies
conservative defaults (see DEFAULT_DECK_TILE_CACHE) — the overlays are always bounded, never
unlimited.
Properties
maxCacheByteSize?
optional maxCacheByteSize?: number;Max total byte size of parsed tiles kept per overlay layer (deck.gl maxCacheByteSize). Only
enforced when deck.gl can determine a tile’s byte size; use together with maxCacheSize.
maxCacheSize?
optional maxCacheSize?: number;Max number of tiles kept parsed in memory per overlay layer (deck.gl maxCacheSize).
maxRequests?
optional maxRequests?: number;Max concurrent tile requests per overlay layer (deck.gl maxRequests).
refinementStrategy?
optional refinementStrategy?: "best-available" | "no-overlap" | "never";How deck.gl keeps/discards overscaled parent/child tiles (deck.gl refinementStrategy).
"no-overlap" frees parent tiles once children cover the viewport, keeping the resident set
smallest; "best-available" (deck default) keeps them to avoid flashes.