An octree can hold massive volumes of data. Therefore, not all octree points will be rendered at the same time. The following three parameters control the number of octree points rendered in each frame. These parameters only affect real-time viewport rendering (not video, orthophoto, or screenshot rendering).
Memory cache (in GB): Determines the size of the CPU memory reserved to hold octree points.
GPU cache (in GB): Determines the video memory size reserved to render points. Increase this value to render more points.
Minimum coverage: Octree cells with a projected size on the screen below this threshold are not rendered. Decrease this value to render more points.