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Questions tagged [level-of-detail]

A performance-enhancing technique that involves an object in the game world having a varying amount of detail depending on how relevant it is to the current scene.

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2answers
29 views

LOD culled gameobject still interacts with raycast

The camera is sort of top down and the player can move objects around, rotate them, delete them etc. I use a raycast to check what was hit when the player clicks. But some objects are culled by the ...
2
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1answer
82 views

Should LOD models be used in mobile games?

LOD models are widely used in PC and console games, to optimize performance by reducing the vertex count and texture size for distant objects. However, I'm having a harder time finding out if they are ...
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0answers
15 views

Performance: Culling done right- farplane and other things

I have more and more "hipoly" characters in my scene now. One way to solve this "more or less beautiful" is making a farplane and adding some fog. But the performance still is quite bad. Isnt there ...
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0answers
64 views

One rock gameobject drops FPS heavily!

Okay so this is really odd I have a game object (a rock) that even though is really high detail drops my fps from around 70 steady to 12! Now the object is divided into LOD's and the closer I get to ...
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1answer
202 views

Directly pass from transform feedback buffer to fragment shader

I am building terrain using a lod algorithm and deferred cascaded shadowmaps. The tessellated terrain is about 6,000,000 triangles. I tried this using 2 methods. 1st method: Both the deferred shadow ...
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0answers
112 views

Unity's LODs by distance to the orthographic camera

I'm trying to do something that I thought was simple, but seemingly it's not that easy. I understand that Unity's LOD system works by refering to a percentage of screen size that objects occupy. That'...
3
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1answer
397 views

Zooming in on procedural generated 2D terrain? (LOD)

My question is what methods are there to "zoom in" on a procedurally generated map using Perlin Noise (or Simplex). If I have for example this generated and I wanted to "zoom" into that little red ...
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1answer
120 views

Any Code Based Driver Optimizations for Far-Object Rendering?

Are there any video card driver optimizations available to developers to mitigate considerable framerate drops (%50+) which may be caused by Draw Distance defects in a game? For example, when using a ...
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2answers
1k views

How does transvoxel algorithm work and how can I implement It?

After wasting over three days of researching on DuckDuckGo/Google, trying to understand transvoxel paper and existing implementation, I come here to clarify the subject for me and made it easier for ...
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1answer
89 views

When to use LOD and when not to?

I have a simple question: are there any cases where game LOD models don't need to be created? Obviously you need LODs for landscapes, large props, characters, vehicles etc. But what about small indoor ...
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0answers
66 views

Level of Detail and loading map tiles

I'm making some visualization of the Earth. It just should display tiles from services like Google Map (OpenMap for example) on the Earth surface. This services provide Earth satellite image textures ...
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0answers
164 views

ArmA 3 LOD design for a structure?

I've designed and textured a house, and I now want to port it over to ArmA 3. I'm using blender to design it. When looking at tutorials, everyone seems to emphasize the LOD, which means Level of ...
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2answers
199 views

HLSL mipmapping not working

I want to implement a mipmap filter in my 3D game, so that textures which are located far away are using a lower resolution than the original. For the shader I'm using hlsl version 4_0_level_9_1 or ...
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2answers
358 views

Level of detail for the map of stars

I have a large list of points (millions) in 2d. Let's say it's a star map. Each star has a radius and position in space. I want to render this map at different level of details. From a single star to ...
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1answer
338 views

How can I efficiently render a large, zoomable world map?

We are looking to develop a grand strategy PC game in Unity with a world map similar in scale to Crusader Kings 2 and Europa 4. We want to add more details to the map so that we can stand out ...
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1answer
145 views

Level of Detail algorithm(s) and texture coordinates

I'm playing with LOD these days and trying a couple of implementations, specifically quadric mesh simplification, there is a link. I don't have problem simplifying my models but i do have problem ...
0
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1answer
56 views

Triangle data structure not working for LoD algorithm

I would like to implement a LoD algorithm to my 3D game in order to simplify meshes at certain distances from the player. My meshes are created / loaded using a VBO, so the vertex data is stored in a ...
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3answers
416 views

How to sample a texture with specified LOD in SM 2.0?

That is my question, in SM 3.0 there is the HLSL intrasic function tex2Dlod to pick a color on a texture2d at specified coords and specified level-of-detail. But after long search on the web, I don't ...
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0answers
501 views

Query regarding a quad tree implementation for spherical terrain

I am having some difficulty conceptualising how a quadtree would be used to implement a spherical terrain system. I currently have a spherical terrain system working, without any form of optimisation,...
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2answers
426 views

How many LoD versions of a model should I have? [closed]

Many games facilitate better performance by increasing/decreasing the number of triangles/polygons that are drawn, depending on how close the camera is to said object. Mountains, viewed from far away, ...
2
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0answers
404 views

Actual use of sparse voxel octrees in a game engine

Looking for different ways to speed up my simple voxel system reducing the number of voxels and generated triangles, I stumbled upon these sparse voxel octrees. Now, I read a lot about it: how do they ...
0
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1answer
187 views

D3D11_SAMPLER_DESC::MipLODBias vs ID3D11DeviceContext::SetResourceMinLOD

When implementing a max-texture-detail functionality for a game, which approach is better to use, out of: Setting the D3D11_SAMPLER_DESC::MipLODBias value of a ...
2
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1answer
499 views

How to use ROAM algorithm to adapt terrain's mesh?

I have a hard time understanding the idea behind ROAM algorithm "Real-time, continuous level of detail rendering of height fields" Peter Lindstrom, David Koller, William Ribarsky, Larry F. Hodges, ...
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2answers
631 views

How do I simplify terrain with tunnels or overhangs?

I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but ...
6
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1answer
5k views

What is the role of tessellation in terrain?

I'm relatively new to graphically programming and I've been looking into ways to render larger heightened terrain. I keep seeing comments directing me to disregard things such as geometry clipmaps, in ...
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1answer
793 views

Tessellation cracks

i'm trying to a mesh tessellate with dx11 with the tessellation factor calculated by the size of the triangle and the distance to the screen. I do the same operation on the 3 edges of the triangle, ...
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1answer
120 views

Can I Use SetLOD with D3D9Ex?

I need to limit the mipmap level loaded onto the device for certain textures, but I'm using a D3D9Ex-based engine, so I can only use D3DPOOL_DEFAULT, not ...
5
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1answer
2k views

Marching cubes and LoD

I have and octree based world constructed (on the start) via marching cubes with certain density function to make a terrain (variations on noises). The terrain is rater smooth, it is not like ...
0
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1answer
794 views

Using tex2Dlod to determine the appropriate size of the texture

We have a top-down game with fixed camera position. We also use orthographic projection so every model in the game will always be viewed from the very same angle and from the very same distance. The ...
1
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1answer
650 views

Does HLSL implement Shader Model LOD instruction?

The DX Shader Model 5.0 has a lod instruction. It returns "the LOD (level of detail) that would be used for texture filtering". Does HLSL have a built-in intrinsic ...
4
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4answers
218 views

What decrease of polycount should occur as a function of distance?

What decrease in polycount should occur as a function of distance. I make a terrain and I wounder what is the right formula to keep the "poly size"(the screen size) constant. Or is there some mental ...
0
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1answer
119 views

Gameplay-affecting LOD in a multiplayer UDK environment

There is an idea of developing a proof-of-concept multiplayer environmental exploration game that has varying levels of level of detail in terms of not just how objects are represented, but what ...
2
votes
1answer
144 views

Level of Detail/Load on Demand for crowds: replace groups of objects instead of individual ones?

I have been thinking of using level of detail to make rendering crowds easier. The idea is to replace a group of meshes with a single one representing a group. For example, you have 1 individual cube ...
23
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1answer
11k views

Which is the best LOD method for planet rendering?

I'm currently working on my thesis, it is an engine to render terrains of planetary size. I'm still finishing my research and I have encountered a lot of stuff about this subject, the problem is that ...
6
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1answer
144 views

Spatial data visualization level of detail

I have a 3D point cloud data set with different attributes that I visualize as points so far, and I want to have LOD based on distance from the set. I want to be able to have a generalized view from ...
2
votes
1answer
380 views

QuadTree Subdivision Issue [closed]

I have been working on a level-of-detail program. Right now I have the rough structure down (splitting of quads without condensing of quads). But the problem is that when you try to split certain ...
17
votes
1answer
5k views

Demystifying “chunked level of detail”

Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important ...
2
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1answer
1k views

Infinite detail inside Perlin noise procedural mapping

I am very new to game development but I was able to scour the internet to figure out Perlin noise enough to implement a very simple 2D tile infinite procedural world. Here's the question and it's ...
4
votes
2answers
318 views

Level of detail algorithm not functioning correctly

I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The ...
1
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1answer
150 views

Only apply Advanced Graphics on high FPS Dynamically

I wonder why not prevent lags by only appying advanced optional graphics stuff when the FPS are high at time. So The game could use simpler or even no shaders and skip decorative models some time. It ...
6
votes
1answer
1k views

How change LOD in geometry?

Im looking for simple algorithm of LOD, for change geometry vertexes and decrease frame time. Im created octree, but now I want model or terrain vertex modify algorithm,not for increase(looking on ...
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3answers
609 views

What are the techniques used to save space with very large levels?

Some days ago I was thinking "how would I store the real world into a continuous game level ?". I guess it must have been some challenge for RockStar engineers (for GTA 4 or Red Dead Redemption) or ...
4
votes
1answer
659 views

Static “LoD” hack opinions

I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the ...
8
votes
1answer
409 views

Chunking/caching large levels in a singleplayer game

Does it make sense to try to offload a large nonlinear level into file-based chunks, and load those on demand? We've implemented level chunking to improve rendering performance, but still all level ...
6
votes
3answers
4k views

Modelling photo-realistic grass in realtime

I see a number of tutorials on how to create good looking grasses when creating 3D renders but can't think how to model it for realtime/use in a game's scenery. Sure simple models with alpha cutouts ...
14
votes
6answers
15k views

LOD in modern games [closed]

I'm currently working on my master's thesis about LOD and mesh simplification, and I've been reading many academic papers and articles about the subject. However, I can't find enough information about ...
10
votes
1answer
1k views

What is “ROAM” related to terrain rendering?

I saw it mentioned on this question, but no one explained what it is.