Level of detail: Difference between revisions
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Warning:
Counter-Strike: Global Offensive does not support LODs at all, or it is possibly broken due to updates[confirm].
(LOD appears to be disabled in HL2 since 20th anniversary.) |
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'''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. | '''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]]{{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}} | |||
{{Warning|{{csgo|4}} does not support LODs at all, or it is possibly broken due to updates{{confirm}}.}} | {{Warning|{{csgo|4}} does not support LODs at all, or it is possibly broken due to updates{{confirm}}.}} | ||
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* {{Ent|func_lod}}, a [[brush entity]] (fades out, not really LOD) | * {{Ent|func_lod}}, a [[brush entity]] (fades out, not really LOD) | ||
{{references|1= | |||
{{ref2|cite id=1|According to {{file|bin\dxsupport|cfg}}.}} | |||
}} | |||
[[Category:Glossary]] | [[Category:Glossary]] | ||
{{stub}} | {{stub}} |
Revision as of 03:19, 24 November 2024
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, LOD appears to be disabled with the command r_lod set to "0", if running on DirectX 9 level or higher.[1]


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)
References
References |
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