-TG-Irr-Nixon 10 Posted February 3, 2014 I was wondering what is good practice for LODs in A3. How many should we have, what intervals (0,5,10,20) and how many faces/points each intervals should have to run smoothly on an average PC (for A3). Share this post Link to post Share on other sites
PuFu 4600 Posted February 3, 2014 vidual LODs should be handled just the same as for A2: 1. The more the better. For a smooth transition there should be as little gaps as possible. If you ask me, you should have them consecutive. 2. LOD2 = 1/2*LOD1; LOD3 = 1/2*LOD2 ; LOD4 = 1/2*LOD3 and so forth Share this post Link to post Share on other sites
m1lkm8n 411 Posted February 3, 2014 PuFu that looks confusing as h3ll :p What he is saying is, say Lod 1 has 10000 faces, Lod 2 should have 5000, Lod3- 2500, Lod4-1250 on so forth. Share this post Link to post Share on other sites
PuFu 4600 Posted February 3, 2014 Good grief mate, it's maths not meth... Share this post Link to post Share on other sites
dm 9 Posted February 4, 2014 You could just say lods should reduce the face count by half each time. ;) Share this post Link to post Share on other sites
x3kj 1247 Posted February 4, 2014 what intervals (0,5,10,20) and how many faces/points each intervals should have I asked the same, and was told that it doesn't matter what numbers/intervalls you choose, as long as it's ordered correctly (full detail= LOD0, lowest rez=LOD highest nr.) The game will decide on it's own when to change, depending on how many LOD steps you have and on the size of the object, and the number of objects in the scene - a smaller object will switch faster to lowest LOD then a higher LOD. And if there are 100 tanks in the field of view, it will reduce their LOD faster then if it was just a single tank. Share this post Link to post Share on other sites