Level of detail

From Valve Developer Community
Revision as of 07:48, 12 July 2024 by Nesciuse (talk | contribs) (Nesciuse moved page LOD/en to LOD without leaving a redirect: Move en subpage to basepage)
Jump to navigation Jump to search
English (en)Español (es)中文 (zh)Translate (Translate)

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 HazardHalf-Life 2.

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


Stub

This article or section is a stub. You can help by expanding it.