Level of detail
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The advantage of using LOD is obvious: Objects that are far away, where they cannot show much detail anyways, will not use up nearly as many memory and processing resources for the player. In extreme cases, they may not even be rendered at all. It is up to the developer then, to decide how many levels of quality are appropriate for a model, and at what distances they should be "activated" at. For example, in Half-Life 2, the G-man character model had five different models.
Disadvantages
Carefully consider the view distances of any models making use of levels of detail in a map. If, for example, the player is staring at the model when the level of detail changes it can be distracting.
See also
- LOD Models
- Func_lod
- MIP Mapping is a similar method applied to textures, whereas LOD is applied to geometry.