R lod: Difference between revisions
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(LODs still work fine in HL2.) |
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The default value is "-1" which allows the engine to compute a models level of detail (LOD) normally, typically based on distance. | The default value is "-1" which allows the engine to compute a models level of detail (LOD) normally, typically based on distance. | ||
Setting a number from 0 and above forces all rendered models to use that specific LOD, and disables all automatic level of detail computations. Level 0 will render the base model, and a higher number like 4 will reduce the level of detail. | Setting a number from 0 and above forces all rendered models to use that specific LOD, and disables all automatic level of detail computations. Level 0 will render the base model (which is highest quality), and a higher number like 4 will reduce the level of detail. | ||
Model rendering will be clamped to their maximum level of detail level, some models may have only 2 levels, some may have no LODs, but most have 4. Example: {{code|r_lod 20}} will attempt to set all models to use a very low LOD: 20. Most models do not have 20 level of detail swaps, so most models will clamp to the closest available number, typically 4. | Model rendering will be clamped to their maximum level of detail level, some models may have only 2 levels, some may have no LODs, but most have 4. Example: {{code|r_lod 20}} will attempt to set all models to use a very low LOD: 20. Most models do not have 20 level of detail swaps, so most models will clamp to the closest available number, typically 4. | ||
{{Note|While forcing {{code|r_lod}} to 0 gives better visual quality, it also negatively affects your framerate (FPS), as it completely disables the engine LOD calculation system (including distance based systems).}} | {{Note|While forcing {{code|r_lod}} to 0 gives better visual quality, it also negatively affects your framerate (FPS), especially on newer titles running on lower end hardware, as it completely disables the engine LOD calculation system (including distance based systems).}} | ||
{{ | {{Note|Level of detail distance computation is disabled in {{Hl2|2}} {{strong|20th Anniversary Update}}, both by setting {{code|r_lod}} to 0 when Model Quality is set to "High". LODs are also disabled by default when running DirectX 9 level ({{code|dxlevel 90}}) or higher.}} | ||
{{Important|{{csgo|1}} does not support LODs at all, as they are intentionally disabled.}} | |||
== See also == | == See also == | ||
* [[LOD|Level of detail]] | * [[LOD|Level of detail]] | ||
* [[r_rootlod]] | * [[r_rootlod]] |
Revision as of 05:08, 12 October 2025
r_lod
is a console variable available in all Source games. It forces a specific LOD model globally. A higher value makes models have fewer polygons (i.e. less detailed).
Usage
Syntax: r_lod <integer>.
The default value is "-1" which allows the engine to compute a models level of detail (LOD) normally, typically based on distance.
Setting a number from 0 and above forces all rendered models to use that specific LOD, and disables all automatic level of detail computations. Level 0 will render the base model (which is highest quality), and a higher number like 4 will reduce the level of detail.
Model rendering will be clamped to their maximum level of detail level, some models may have only 2 levels, some may have no LODs, but most have 4. Example: r_lod 20 will attempt to set all models to use a very low LOD: 20. Most models do not have 20 level of detail swaps, so most models will clamp to the closest available number, typically 4.



