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Re: no lods graphical option

Posted: 2018-08-09 12:38
by PatrickLA_CA
It should affect both. Basically it lowers the "resolution" of the model and texture the further away it is.

Re: no lods graphical option

Posted: 2018-08-09 13:25
by AlonTavor
Pretty sure that only object detail.

Re: no lods graphical option

Posted: 2018-08-09 14:59
by Mineral
It does. Texture mipmaps are engine related I believe based on distance so it only affects LOD switching. Mipmaps continue even with noLods on.

Re: no lods graphical option

Posted: 2018-08-09 15:28
by WeeGeez
So only static devs can stop this from happening? Here I only moved forward one inch. It happens in a few places on Fallujah aswell. Me never notices it before...
Image Image

~Else it could be to do with impaired LOD Bias in newer nvidia cards.
Theres some mention of that on the web.

IMO I think its a botched texture job. Lets hunt that person down, shall we....

Re: no lods graphical option

Posted: 2018-08-09 20:03
by Rhino
UVs/textures are often not the same throughout the LODs, mainly because of errors but sometimes to try and save on materials and cutting down on tiling. vBF2 statics are the worst of all for this as many totally change colour throughout their LODs and at times are really noticeable.

As for that building above, looks like the switching distance is just a lot smaller than it should be, the reason for why that is I couldn't say without looking at the code and testing but since it hasn't been picked up in the past it could be down to as you say, something to do with newer cards/drivers causing it. At a greater distance, you wouldn't notice the textures slightly changing and the drain pipes etc missing.

Also if you do find you're noticing this, you can always try turning the LODs off in the gfx options, as per this topic, providing your system can handle it.

Re: no lods graphical option

Posted: 2018-08-09 22:27
by Outlawz7
That building is fine, the switch distance is intended to be that low. Slight change in texture is probably the lightmap.

Re: no lods graphical option

Posted: 2018-08-10 14:51
by WeeGeez
Rhino wrote:since it hasn't been picked up in the past it could be down to as you say, something to do with newer cards/drivers causing it.
True, but broken nvidia LOD clamp was first reported in 2013. A change on fermi cards meant it no longer worked. I'm researching this atm and possible workarounds (theres a few).
Rhino wrote:Also if you do find you're noticing this, you can always try turning the LODs off in the gfx options, as per this topic, providing your system can handle it.
? It was just said LOD only affect geometries and not textures. The texture is whats changing in that example. Other places this happens on fallujah are building with lots of graffiti on them. IT could like you say, the transitions are at too close a distance only and thats why its more noticable. Either its that specific texture has wrong LOD values or broken LOD clamp is the cause...

Re: no lods graphical option

Posted: 2018-08-10 14:59
by Outlawz7
WeeGeez wrote:Other places this happens on fallujah are building with lots of graffiti on them.
You mean this one?

https://i.imgur.com/xGbabyS.jpg

It's because lod1 hasnt got graffiti and the switch distance is short. There's nothing wrong with your computer in this regard, this is working as intended, albeit with crappy looking results.

https://i.imgur.com/z1kENpc.jpg

Re: no lods graphical option

Posted: 2018-08-10 15:02
by WeeGeez
Yeah, there is another near SE corner in fallujah - differnt static (I think).
the switch distance is [too] short
can you fix it (easily)? please? pretty sure its just a numeber in bf2editor.. :D

btw, here is the distance of the first example:
Image


I don't wan to be picky just wanted assurance... if was nvida related or not mano.

Re: no lods graphical option

Posted: 2018-08-10 15:05
by Outlawz7
Please, describe in words what the issue is because whatever you see there (and in previous two pics), I don't.

Re: no lods graphical option

Posted: 2018-08-10 15:09
by WeeGeez
Open the first two pictures in seperate tabs and switch between tabs and you'll see.
The textures change is too drastic. Minor issue, sure. Distracting though. Nearby don't change like that.... It just stands out... thats all.

Re: no lods graphical option

Posted: 2018-08-10 15:34
by Outlawz7
What texture change?

Re: no lods graphical option

Posted: 2018-08-10 15:36
by Rhino
WeeGeez wrote:? It was just said LOD only affect geometries and not textures.
They do not affect the textures themselves but the UV Maps can change between LODs as well as what textures (materials) are assigned to each surface.

Re: no lods graphical option

Posted: 2018-08-10 15:39
by Outlawz7
Except UVs don't change on that one he posted. I know because I checked and I'm also the one that made it (it's the reexported Muttrah waterfront static I did 3 years ago).

Re: no lods graphical option

Posted: 2018-08-10 15:46
by WeeGeez
Outlawz7 wrote:What texture change?
I should of just said the surface changes. "Texture" on its own was obv too vague for the devs... its been made apparent UV have plays a part too...

I'll shut up now : |

thanks for feedback

Re: no lods graphical option

Posted: 2018-08-10 15:58
by Outlawz7
The word for that isn't 'texture'. And as I said in my previous posts, there's nothing wrong with your graphics card or settings, that is called level of detail or LOD and it's working as intended.

https://i.imgur.com/SLWde66.jpg

https://i.imgur.com/xIMBlrD.jpg

In other words, it's supposed to look ****/weird/whatever because that's how it works. If you dislike it, you can always use the graphical option discussed in this thread to never see this change/always see statics at full detail.

Re: no lods graphical option

Posted: 2018-08-11 02:50
by B4rr3l
WeeGeez wrote:Old thread, but does LODS option as it stands currently affect texture detail or object detail or both?
they do, probably use mipmaps for lods.