Level of detail: Difference between revisions
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Counter-Strike: Global Offensive does not support LODs at all, they are intentionally disabled.
SirYodaJedi (talk | contribs) m (SirYodaJedi moved page LOD to Level of detail over redirect) |
(HL2 20th Anniversary LOD change also applies to HL:S (which runs on top of HL2) and Portal (since May 20 update).) |
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Model LODs change instantly. Be careful that your LODs do not create visual noise when changing, it can be distracting. An example of this can be seen on some tree props in [[Water Hazard]] {{hl2}}. | Model LODs change instantly. Be careful that your LODs do not create visual noise when changing, it can be distracting. An example of this can be seen on some tree props in [[Water Hazard]] {{hl2}}. | ||
In {{hl2|1}}, since 20th anniversary update, LOD appears to be disabled with the command {{Code|r_lod}} set to "0", if running on DirectX 9 level or higher,{{Cite|1}} and with Model Detail set to "High".{{Cite|2}} | In {{hl2|1}}, since 20th anniversary update, aswell as {{hls|1}} and {{portal|1}} (May 2025 update), LOD appears to be disabled with the command {{Code|r_lod}} set to "0", if running on DirectX 9 level or higher,{{Cite|1}} and with Model Detail set to "High".{{Cite|2}} | ||
{{Warning|{{csgo|4}} does not support LODs at all, they are intentionally disabled.}} | {{Warning|{{csgo|4}} does not support LODs at all, they are intentionally disabled.}} | ||
==See also== | ==See also== | ||
Latest revision as of 04:10, 12 October 2025
Level of Detail (LOD) is the principle of having lower-detail versions of models in memory and switching to them when the object is small/distant. This saves a lot of unneeded processing power at the cost of a moderate memory/disk size increase.
Model LODs change instantly. Be careful that your LODs do not create visual noise when changing, it can be distracting. An example of this can be seen on some tree props in Water Hazard
.
In Half-Life 2, since 20th anniversary update, aswell as Half-Life: Source and Portal (May 2025 update), LOD appears to be disabled with the command r_lod set to "0", if running on DirectX 9 level or higher,[1] and with Model Detail set to "High".[2]
See also
- LOD Models, a good tutorial on making LODs
$lod- MIP Mapping, the texture equivalent of LODs
- func_lod, a brush entity (fades out, not really LOD)
r_lod, associated cvar
References
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