Opened 3 years ago
Last modified 2 years ago
#6036 new enhancement
Level of Detail (LOD)
Reported by: | wraitii | Owned by: | |
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Priority: | Should Have | Milestone: | Backlog |
Component: | Core engine | Keywords: | |
Cc: | Patch: | Phab:D2440 |
Description
One issue with our graphics/rendering engine is that there is no way to use less expensive, lower-resolution models when drawing faraway objects (a system commonly known as LOD/Level of Detail).
Implementing such a system, at least for 'models' (i.e. decals, particle systems, actors) would be good; Terrain LOD is a whole other can of worms at the moment.
Key items to tick:
- model/texture/props can be activated/changed depending on drawing distance, avoiding "jittering" and "jumpiness"
- variants are preserved, so that e.g. a specific horse color is kept at various LOD
- no high CPU runtime cost to this switch, which would defeat the purpose (note that this is a memory tradeoff)
Optional but nice:
- LOD fading to avoid "popping" (see e.g. this)
- ...
Change History (3)
comment:1 by , 3 years ago
comment:2 by , 3 years ago
Milestone: | Alpha 25 → Alpha 26 |
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comment:3 by , 2 years ago
Milestone: | Alpha 26 → Backlog |
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Key things that I believe should be sorted out first: