Skip to main content

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.

0 votes
1 answer
117 views

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 ...
FrontEnd's user avatar
  • 1,789
1 vote
2 answers
273 views

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 ...
Job_September_2020's user avatar
1 vote
0 answers
340 views

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 ...
Giuseppe's user avatar
3 votes
2 answers
288 views

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://...
idchlife's user avatar
  • 229
0 votes
0 answers
174 views

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 ...
user avatar
0 votes
1 answer
270 views

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 ...
Miguel Myers's user avatar
0 votes
1 answer
677 views

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 ...
I_Keep_Trying's user avatar
0 votes
0 answers
428 views

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 ...
Amit Assaraf's user avatar

15 30 50 per page
1
2 3 4 5