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Solution to brutal LOD transition ?

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    Solution to brutal LOD transition ?


    I am working on a big outdoor map and so there are a lot of static mesh. In order to improve polycount and fluidity, I am using a lot the LOD feature of UDK. However, while it's improve polycount, it does also create an ugly and noticeable effect on the mesh when the LOD is switching level. The problem is that the LOD transition is done very brutally by UDK and makes the game's graphics to become quite cheap.

    Is there a way to have a quick but smooth transition between LODs to make this artefact less visible ? Or the only solution is just to increase the switching distance ?

    Also, I would appreciate some advise about the polycount of the map (took from SwarmAgent's log)
    22:11:47: Reserving memory for 41330 meshes, 37947252 vertices, 24895822 triangles
    22:11:55: Scene surface area calculated at 59240.555 million units (16.762% of the estimated 353414.531 million units)
    22:11:55: Importance volume surface area calculated at 22259.389 million units (14.783% of the estimated 150576.250 million units)
    22:12:18: Building kDOP took 23.48 seconds.
    22:12:18: Static lighting kDOP: 16084800 nodes, 8042401 leaves, 32169604 triangles, 37514869 vertices
    22:12:18: Static lighting kDOP: 23.313% wasted space in leaves
    22:12:19: kDopTree.Nodes : 1718.0Mb
    22:12:19: kDopTree.SOATriangles : 2208.9Mb
    22:12:19: kDOPTriangles : 0.0Mb
    22:12:19: TrianglePayloads : 752.9Mb
    22:12:19: MeshInfos : 0.3Mb
    22:12:19: Vertices : 579.0Mb
    22:12:19: UVs : 289.5Mb
    22:12:19: LightmapUVs : 289.5Mb
    22:12:19: Static lighting kDOP: 16084800 nodes, 8042401 leaves, 32169604 triangles, 37514869 vertices,
    I am quite confused between vertices and triangles, which one is the most used in counting and measurement ?

    Also, I am looking for all advices and tricks about optimisation to make the game more smooth.


    Check "Used With Screen Door Fade" in the material properties.


      Oh yeah, it's not perfect but at least much better now ! Cheers

      I also have another question now. I'm using landscapes and there are big mountains, but using the wireframe view in-game, I can see that the engine displays the static meshs that are behind the mountains and which the player can't see ! So is it worth to create big BSP walls inside the mountains so it will cull everything behind it ?


        The wireframe mode does not handle culling, so just don't care about what you can see here.
        Rather try this,
        or console commands like stat initviews, stat d3d9rhi, toggleocclusion to get a better idea of how effective occlusion is working.


          Mmmh that view is very useful, I just saw how a bunch of "middle-poly" mesh are being rendered even when the player is on the other side of the map. I found "MaxDrawDistance" in Rendering that should solve this problem.

          Thanks a lot for the help !