Level of detail: Difference between revisions

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m (Nesciuse moved page LOD/en to LOD without leaving a redirect: Move en subpage to basepage)
(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]]


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Revision as of 03:19, 24 November 2024

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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.

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 Half-Life 2.

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]

Warning.pngWarning:Counter-Strike: Global Offensive Counter-Strike: Global Offensive does not support LODs at all, or it is possibly broken due to updates[confirm].

See also

References

References
1. According to 🖿bin\dxsupport.cfg..

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