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3D 3.1 LODS (Level of Detail)
3D 3.1 LODS (Level of Detail)

3D 3.1 LODS (Level of Detail)

The decreasing of geometry detail and shader complexity as the player becomes more and more distant from the object. Also see our Polygon Budgets for details on practical uses.

The Concept

Setting distances for when a model will lower in polycount or shader complexity by switching to a lower LOD. LOD 0 Being the full resolution as intended and LOD 3 or more is lowering in quality.

Why

We cant be high resolution in geometry sometimes. The game still has to run haha.

Definitions

Term
Definition
LOD
Stands for level of detail
Hero Prop
This is a prop that tends to go higher in cost from Polycount to texture or shader complexity because its important enough to go outside of the boundaries set for the rest of the assets by tech art.

References and further reading

3D 3.6 Polygon Budgets3D 3.6 Polygon Budgets

Level of detail - Wikipedia

In computer graphics, accounting for Level of detail involves decreasing the complexity of a 3D model representation as it moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. Level of detail techniques increase the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations.

en.wikipedia.org

Level of detail - Wikipedia

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