@oheck said in LOD has been downgraded again (on PC):
@personalc0ffee said in LOD has been downgraded again (on PC):
@andreas5524 It isn't about low and high. It's about advantage. Player rending and ship rendering are specifically kept in line to one another.
Sure you can see farther but you still can't hit anything cause it isn't there yet.
Player rendering distance, sure. We are properly screwed on that. Rendering distance of high res island models? That doesn't affect pvp at all. They should have a higher setting for PCs. I get a 140-155 fps on the ocean.
There is no reason to not implement this if it does not affect PVP interaction. Why hold back? This game is supposedly going to be developed over 10 year period. Why hamstring your own game and how it CAN look? I'm sure every artist and modeler, effects and shader employee would love to see the title they worked on looking as good as it can look.
One other thing, why does it seem like there are pretty much two levels of LOD on these islands? I mean they look like melted icecream and suddenly pop in to a full high res model. Is there a problem with having multiple LOD displays for models? Isn't that the whole purpose for them is to help manage resources but also do it in a way where it isn't so obvious to the player?
I'm curious how many LOD models they have for player characters at long range?
The ‘correct’ way to implement LOD is to gradually stream in a series of increasingly more detailed models/textures as the viewport gets closer, until full detail is reached. In the Unreal engine, multiple LODs can be easily added to a model mesh and viewport distances corresponding to each LOD automatically calculated.
In addition, streaming volumes should be configured to load and unload key areas/maps, relative to the player location and viewport, so only the player-visible meshes are rendered to increase performance.
Detail should be increased in small enough increments so the shift from low LOD to high is seamless, as opposed to instantly changing from low to high with a jarring game stutter as it is currently implemented.
I’ve included some relevant links on the subject for your viewing pleasure.
https://docs.unrealengine.com/en-us/Engine/Content/Types/StaticMeshes/HowTo/AutomaticLODGeneration

