Talk:Func lod: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
Line 2: Line 2:
Wouldn't this object be useful even for smaller geometry that is visible from a very large distance? I'm curious to know how much, exactly, the additional cost of calculating whether or not it renders is and what the threshold required for using this object typically is. -[[User:Corion|Corion]] 23:19, 10 August 2009 (UTC)
Wouldn't this object be useful even for smaller geometry that is visible from a very large distance? I'm curious to know how much, exactly, the additional cost of calculating whether or not it renders is and what the threshold required for using this object typically is. -[[User:Corion|Corion]] 23:19, 10 August 2009 (UTC)
:You could use func_lod with small details in a small area, like brush objects protuding from a wall, which are not essential for gameplay from larger distances. As far as i know, since the point from which fading is calculated is the center of all the brushes in the entity, having a series of brushes in a large area tied to one func_lod will cause nearer brushes to fade out faster than you would like, so you with caution. [[User:Solokiller|Solokiller]] 10:51, 11 August 2009 (UTC)
:You could use func_lod with small details in a small area, like brush objects protuding from a wall, which are not essential for gameplay from larger distances. As far as i know, since the point from which fading is calculated is the center of all the brushes in the entity, having a series of brushes in a large area tied to one func_lod will cause nearer brushes to fade out faster than you would like, so you with caution. [[User:Solokiller|Solokiller]] 10:51, 11 August 2009 (UTC)
::I've found that the func lod renders only slightly slower than func_detail, but func_lod counts as a dynamic entity, opposed to a static one like func_detail
[[File:Func_detail.jpg]]
^Func_Detail
[[File:Func_lod.jpg]]
^Func_lod
Sorry for huge pictures, Don't know how to make thumbnails, if someone could do it for me I'd love it :)
--[[User:Stoopdapoop|Stoopdapoop]] 07:39, 22 May 2010 (UTC)

Revision as of 00:39, 22 May 2010

When to Use?

Wouldn't this object be useful even for smaller geometry that is visible from a very large distance? I'm curious to know how much, exactly, the additional cost of calculating whether or not it renders is and what the threshold required for using this object typically is. -Corion 23:19, 10 August 2009 (UTC)

You could use func_lod with small details in a small area, like brush objects protuding from a wall, which are not essential for gameplay from larger distances. As far as i know, since the point from which fading is calculated is the center of all the brushes in the entity, having a series of brushes in a large area tied to one func_lod will cause nearer brushes to fade out faster than you would like, so you with caution. Solokiller 10:51, 11 August 2009 (UTC)
I've found that the func lod renders only slightly slower than func_detail, but func_lod counts as a dynamic entity, opposed to a static one like func_detail

Func detail.jpg ^Func_Detail

Func lod.jpg ^Func_lod

Sorry for huge pictures, Don't know how to make thumbnails, if someone could do it for me I'd love it :) --Stoopdapoop 07:39, 22 May 2010 (UTC)