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.
73 questions
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1 answer
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Can LOD Groups be used for gameobjects that don't have a renderer component?
I am trying to work out how to use LOD Groups with interactive gameobjects. As a simple example lets say I have a prop which when the player is a certain distance away it plays a sound. The problem I ...
1 vote
2 answers
273 views
How does LOD (Level of Detail) work in Unity?
There are many Unity assets that create simplified LOD's for many complex or big meshes. This LOD technique will make the apps run faster and more efficient. I am new to Unity and LOD. So, I am ...
1 vote
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Use of a Global Shaders in Unreal Engine to apply some pre-processing operations
I'm a little experienced in Unreal Engine, but I don't know the Unreal's graphics programming from a very low level. More in details I would like to know how could use an Unreal's Global Shader to ...
3 votes
2 answers
288 views
How to make texture look sharper and more detailed, when you look closer?
I have this material of a rocky wall. At far it seems okay, but often when walking close by it's obvious that the texture actually has not enough resolution and seems way too blurry. Far: https://...
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Is FFXV's LOD system similar to Unreal Nanite's LOD system?
I was reading this article and it seems the LOD system in FFXV is similar in that the texture is not swapped, but the number of polygons changes depending on the distance. Is Nanite the same, or is it ...
0 votes
1 answer
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Quadtree UV mapping texture
I need help coming up with dynamic uv values (general formula) so that my texture looks continuous through all levels of my quadtree. level 0-1 works perfectly, level 1 subdivision looks great. but ...
0 votes
1 answer
677 views
Imposters in Unity - How to set which color is used as 'transparent' in the RenderTexture?
I'm still working at making imposters for my Unity scenes. Here I am attempting to make a large block of stadium seating, using the one seat mesh as shown. I'll try to explain in full what Ive done so ...
0 votes
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Octree LOD without traversing the entire tree
I am working on a voxel engine that uses a huge Hashed Linear Octree that reconfigures when you move. Each octree leaf is a voxel. The world is procedurally generated using 2D Perlin noise. The octree ...