demostenes Posted September 26, 2017 Share Posted September 26, 2017 (edited) Lately I ve noticed, that under some circumstances (scene with many objects?????) LOD switching does not work properly and it switches to LOD much later, than it should. For example object has max visibility 200, but disappears at 1000. To replicate, you can use changeset 33 of our project. Use for example this node: data\asset_library\kits\Vespum\vespum_base_arch.node If you put it in any world, for example data\esqworld\test.world, LODs are behaving exactly as defined in node. All LOD switching properly. If you try that in data\esqworld\esqworld.world, it will switch to LOD levels MUCH later (to LOD1 at cca 26 instead of 5) and whole object (LOD3) is visible till cca 260 to 1000 instead of 50 to 200. I ve tried to restart engine, but it didnt help. Edited September 26, 2017 by demostenes Link to comment
silent Posted September 27, 2017 Share Posted September 27, 2017 Hi Jirka, That's not a bug. You have Distance scale setup to 5.0 in esqworld.world. That will increase all LODs distances by 5x. In your test.world you have Distance scale set to 1.0, that give you the correct results. You can see this parameter in Rendering Settings -> Common tab. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted September 27, 2017 Author Share Posted September 27, 2017 (edited) Wow, this is feature I didnt know about. And actualy very handy, I was thinking that I would use something like this. Perfect, thanks, close. PS: It would be good to mention this in this chapter: https://developer.unigine.com/en/docs/2.5/content/optimization/#lods Edited September 27, 2017 by demostenes Link to comment
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