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LOD system

Started by argoon, November 23, 2016, 10:08:21 PM

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The Happy Friar

So you think it's just for performance when the poly difference can't be seen? 

@ 1920x1080 I couldn't tell a difference between up close & getting farther.  In the first two Serious Sam games, the LOD doesn't change when zoomed in, it's based on your distance only.  Q3A's a 99/00 game, it would be pretty advanced to take in to account your zoom with the LOD system.

LDAsh


bitterman

The LOD working in FOV - it's more like when you see the world as real in rear sight and as Minecraft in telescopic sight :)

The Happy Friar

I couldn't get it to change for me.  what's the cvar for showing tris?  I forget.

bitterman

#49

LDAsh

You need to load maps using "devmap", you may also need to set "sv_pure 0".

bitterman

#51
Huh

AutoLOD in 2001.

The Happy Friar

i got a video of the q3a lod in action.
https://www.youtube.com/watch?v=VSqoKmvVCdg&feature=youtu.be

how it figures out when to enable lod seems kinda weird.  in my video you can see at a one distance it will bounce between the high detail & mid detail model, however, when it's facing me, it goes mid poly, away = high poly.  Like it's based on a trace from you to the closes bounding box point, not origin.
also, no matter what res i tried, unless showtris was on, i couldn't tell it was lower poly, like it determines how many polys it shows based on distance and/or resolution, so it's not noticeable.
I've been playing the game since it came out & never even knew it had it until this thread.