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Thread: WHAT is LOD

  1. #1
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    Default WHAT is LOD

    What is LOD basicly? ....Im searchin about LOD and I can't find what is LOD...

  2. #2

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    LOD = Level of Detail.

    As you get further away from an object... it takes up less of your vision (and less dots of resolution on your monitor). Therefore, you can drop its level of detail... saving memory and computation power. UnrealEngine does this without your input -- but you can control it a bit for certain reasons.
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  3. #3
    MSgt. Shooter Person
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    Default

    Thank you my friend

  4. #4
    Banned
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    Default

    OH !! LOD instead BSP , in the DOOM Age , BSP is same function to close can't view object , now LOD instead BSP

  5. #5
    Redeemer
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    Default

    Quote Originally Posted by stevenchau View Post
    OH !! LOD instead BSP , in the DOOM Age , BSP is same function to close can't view object , now LOD instead BSP
    I'm not sure I follow you. BSP and LOD are two different things.
    And UDK doesn't handle LOD automatically last time I checked. You have to make the lower detail smeshes by yourself if you want to have any kind of lod-smeshes.

  6. #6
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    Quote Originally Posted by Xendance View Post
    I'm not sure I follow you. BSP and LOD are two different things.
    And UDK doesn't handle LOD automatically last time I checked. You have to make the lower detail smeshes by yourself if you want to have any kind of lod-smeshes.

    No he was talking about landscape which does indead run off an automatic level of detail system.

  7. #7
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    Quote Originally Posted by Xendance View Post
    I'm not sure I follow you. BSP and LOD are two different things.
    And UDK doesn't handle LOD automatically last time I checked. You have to make the lower detail smeshes by yourself if you want to have any kind of lod-smeshes.
    Actually unreal has auto LOD generation for Particle Effects, although its not very 'smart' most of the time.
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  8. #8

    Default

    Is this LOD like "fog wall" ?

  9. #9

    Default

    No, LOD means "Level of Detail"
    You create multiple versions of a mesh, each with lower poly counts, so your highest quality might have 10,000 polys, then the next might have 5,000, and the next might have 1,000
    As you move further away from the object it switches to a lower quality version of the mesh, that way it's not rendering a bunch of detail for things that you can't see very well and it helps increase performance.

  10. #10

    Default

    ok and what would be the best number if it exists ?

  11. #11

    Default

    What number do you mean?

  12. #12

    Default

    The LOD number so there's a perfect balance in between performance ans quality

  13. #13

    Default

    There's no way to know, your meshes are going to have a wide range of polygon counts, and there's also a distance setting as for when it changes between LOD's so there's no way to know what a perfect setting would be.


 

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