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Bug:LoDs are broken in In Half-Life 2 since 20th anniversary update, even if r_lod is manually set to -1. [todo tested in ?]
Warning:
Counter-Strike: Global Offensive does not support LODs at all, or it is possibly broken due to updates[confirm].
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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, 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}} | ||
{{bug|LoDs are broken in In {{hl2|1}} since 20th anniversary update, even if {{cmd|r_lod}} is manually set to -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}}.}} | ||
==See also== | ==See also== |
Revision as of 08:20, 21 January 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, 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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