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Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-01-17 11:25
by cyberzomby
Sorry I missed this. I might help out this week since I got the week off :)

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-01-17 11:33
by Rhino
Psyrus wrote:Hate to be *that* guy... but is this still going? I quite enjoyed feeling like I was contributing but it appears to have been forgotten and being reasonably busy I don't want to waste my time doing this if it's for naught :)
I actually had forgotten about it again hehe, need to put it on my to-do list so I don't forget again :p

Been somewhat busy recently with other stuff but will get on this when I have a chance.

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-01-21 07:33
by Psyrus

Code: Select all

[b][u]gb_aav_stormer[/u][/b]

ObjectTemplate.cullRadiusScale 10.5

GeometryTemplate.setSubGeometryLodDistance 1 0 35
GeometryTemplate.setSubGeometryLodDistance 1 1 50
GeometryTemplate.setSubGeometryLodDistance 1 2 90 
GeometryTemplate.setSubGeometryLodDistance 2 0 35
GeometryTemplate.setSubGeometryLodDistance 2 1 50
 

[b]Issues:[/b]
[list=1]
[*]Geom 1 LOD 3: Final LOD poly count over limit @ [b][color=Red]3928[/color][/b]
[*]Geom 2 LOD 2: Final LOD poly count over limit @ [b][color=red]2863[/color][/b]
[*]Geom1 LOD 3: A bit of floating geometry at the top due to removal of supports ([url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/gb_aav_stormer_issue1.jpg]image[/url])
[*]Geom 1: Right hand side appears to be missing a track component, with a square there instead. ([url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/gb_aav_stormer_issue2.jpg]image[/url])
[*]Rather stark colour change on turret and side bits which make LOD switches more obvious than they have to be. 
[*]
[*]
[*]
[/list]

[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]gb_apc_warrior[/u][/b]

ObjectTemplate.cullRadiusScale 5.6


GeometryTemplate.setSubGeometryLodDistance 1 0 5
GeometryTemplate.setSubGeometryLodDistance 1 1 90
GeometryTemplate.setSubGeometryLodDistance 1 2 145
GeometryTemplate.setSubGeometryLodDistance 2 0 35
GeometryTemplate.setSubGeometryLodDistance 2 1 110

[b]Issues:[/b]
[list=1]
[*]Geom 1 LOD3: Final LOD poly count is over limit @ [b]958[/b]
[*]Geom 2 LOD2: Final LOD poly count is over limit @ [b]580[/b]
[*]Geom 1, 2: Various floating polygons on LOD0, LOD2, LOD3 [Image [url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/gb_apc_warrior_issue1.jpg]1[/url], [url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/gb_apc_warrior_issue2.jpg]2[/url], [url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/gb_apc_warrior_issue3.jpg]3[/url], [url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/gb_apc_warrior_issue4.jpg]4[/url]]
[/list]

[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-02-15 21:16
by Psyrus
Bump for reminder?

Code: Select all

[b][u]gb_ifv_scimitar, gb_ifv_scimitar_cage[/u][/b]

ObjectTemplate.cullRadiusScale 7.5

GeometryTemplate.setSubGeometryLodDistance 1 0 25
GeometryTemplate.setSubGeometryLodDistance 1 1 60
GeometryTemplate.setSubGeometryLodDistance 1 2 100 
GeometryTemplate.setSubGeometryLodDistance 2 0 40

 

[b]Issues:[/b]
[list=1]
[*]Geom 1 LOD 3: Final LOD poly count over limit @ [b][color=red]1913[/color][/b]
[*]Geom 2 LOD 1: Final LOD poly count over limit @ [b][color=Red]3214[/color][/b]
[*]Geom2 LOD 0: Wreck LOD 0 has a deleted face on the driver's hatch when viewed from the right hand side. [url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/scimitar_hatch_seethru.jpg][See Image][/url]. 
[*]
[*]
[*]
[/list]

[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-05-30 12:47
by Psyrus
Ok well as I said in the other thread, the method of keeping track of the "done" ones (especially for those of us progressively doing them) through the posts and OP was really cumbersome, so here is a tracking spreadsheet which I'll update when I (or others) post updates to this thread.

https://spreadsheets.google.com/spreads ... s-sJ#gid=7

*** Note:
Did not know if all the ones in the OP were committed or not (some say committed, some just say checked) so I only committed those which explicitly stated it.

Edit: Use the following list view to quickly view those that have not yet been completed.

https://spreadsheets.google.com/spreads ... erpage=250

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-05-30 12:50
by Rhino
nice, but right now you can only view it, can't make any changes :(

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-05-30 13:03
by Psyrus
[R-DEV]Rhino wrote:nice, but right now you can only view it, can't make any changes :(
Security reasons; I've been burned in the past not being overly cautious with stuff that is open to the public (even things I've posted in communities I 'trusted').

Can pm me a login email and it can of course be added to the editor list :)

Edit: The above being said, I figured since I will be essentially the only one working on this (well that's what I foresee anyway) that the risks outweigh the benefits of a publicly editable spreadsheet.

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-05-31 08:29
by Mats391

Code: Select all

[b][u]ru_tow_spandrel[/u][/b] 

ObjectTemplate.cullRadiusScale  8

GeometryTemplate.setSubGeometryLodDistance  1 0 30
GeometryTemplate.setSubGeometryLodDistance  1 1 60
GeometryTemplate.setSubGeometryLodDistance  1 2 75
GeometryTemplate.setSubGeometryLodDistance  2 0 40
GeometryTemplate.setSubGeometryLodDistance  2 1 55

[b]Issues:[/b] 
[list=1] 
[*] geom1 lod1 @5000polys
[*] geom1 lod2 @4000polys
[*] geom1 lod3 @3000polys
[*] geom2 lod1 @3500polys
[*] geom2 lod2 @1500polys 
[/list] 

[b]Coding:[/b] Mats391
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]mec_tow_spandrel[/u][/b] 

ObjectTemplate.cullRadiusScale  8

GeometryTemplate.setSubGeometryLodDistance  1 0 30
GeometryTemplate.setSubGeometryLodDistance  1 1 60
GeometryTemplate.setSubGeometryLodDistance  1 2 75
GeometryTemplate.setSubGeometryLodDistance  2 0 40
GeometryTemplate.setSubGeometryLodDistance  2 1 55

[b]Issues:[/b] 
[list=1] 
[*] geom1 lod1 @5000polys
[*] geom1 lod2 @4000polys
[*] geom1 lod3 @3000polys
[*] geom2 lod1 @3500polys
[*] geom2 lod2 @1500polys 
[/list] 

[b]Coding:[/b] Mats391
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]ru_jep_brdm2[/u][/b] 

ObjectTemplate.cullRadiusScale  8

GeometryTemplate.setSubGeometryLodDistance  1 0 25
GeometryTemplate.setSubGeometryLodDistance  1 1 35
GeometryTemplate.setSubGeometryLodDistance  1 2 60
GeometryTemplate.setSubGeometryLodDistance  2 0 40
GeometryTemplate.setSubGeometryLodDistance  2 1 55

[b]Issues:[/b] 
[list=1] 
[*] geom1 lod1 @5500polys
[*] geom1 lod2 @4500polys
[*] geom1 lod3 @3500polys
[*] geom2 lod1 @4500polys
[*] geom2 lod2 @3300polys 
[/list] 

[b]Coding:[/b] Mats391
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]mec_jep_brdm2[/u][/b] 

ObjectTemplate.cullRadiusScale  8

GeometryTemplate.setSubGeometryLodDistance  1 0 25
GeometryTemplate.setSubGeometryLodDistance  1 1 35
GeometryTemplate.setSubGeometryLodDistance  1 2 60
GeometryTemplate.setSubGeometryLodDistance  2 0 40
GeometryTemplate.setSubGeometryLodDistance  2 1 55

[b]Issues:[/b] 
[list=1] 
[*] geom1 lod1 @5500polys
[*] geom1 lod2 @4500polys
[*] geom1 lod3 @3500polys
[*] geom2 lod1 @4500polys
[*] geom2 lod2 @3300polys 
[/list] 

[b]Coding:[/b] Mats391
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]mec_aav_gaskin[/u][/b] 

ObjectTemplate.cullRadiusScale  8

GeometryTemplate.setSubGeometryLodDistance  1 0 30
GeometryTemplate.setSubGeometryLodDistance  1 1 60
GeometryTemplate.setSubGeometryLodDistance  1 2 75
GeometryTemplate.setSubGeometryLodDistance  2 0 40
GeometryTemplate.setSubGeometryLodDistance  2 1 55

[b]Issues:[/b] 
[list=1] 
[*] geom1 lod1 @6500polys
[*] geom1 lod2 @5000polys
[*] geom1 lod3 @4000polys
[*] geom2 lod1 @3400polys
[*] geom2 lod2 @2400polys 
[/list] 

[b]Coding:[/b] Mats391
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-05-31 16:06
by Psyrus
Added your entries to the spreadsheet Mats

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-06-01 11:15
by Mats391
thats a task i like, contriibuting without any skill required :D

Code: Select all

[b][u]idf_apc_m113[/u][/b]

ObjectTemplate.cullRadiusScale 6.5

GeometryTemplate.setSubGeometryLodDistance 1 0 40
GeometryTemplate.setSubGeometryLodDistance 1 1 50
GeometryTemplate.setSubGeometryLodDistance 2 0 35
GeometryTemplate.setSubGeometryLodDistance 2 1 45

[b]Issues:[/b]
[list=1]
[*]geom1 lod1 @5400polys
[*]geom1 lod2 @4500polys
[*]geom2 lod1 @4200polys
[*]geom1 lod2 @3200polys
[/list]

[b]Coding:[/b] Mats391
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]idf_apc_m113_logist[/u][/b]

ObjectTemplate.cullRadiusScale 6

GeometryTemplate.setSubGeometryLodDistance 1 0 40
GeometryTemplate.setSubGeometryLodDistance 1 1 50
GeometryTemplate.setSubGeometryLodDistance 2 0 35
GeometryTemplate.setSubGeometryLodDistance 2 1 65

[b]Issues:[/b]
[list=1]
[*]geom1 lod1 @4800polys
[*]geom1 lod2 @4000polys
[*]geom2 lod1 @3900polys
[*]geom1 lod2 @2200polys
[/list]

[b]Coding:[/b] Mats391
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

in the tutorial it states that final lod should be below 300polys, but all vehicles i looked at are far from that. also how much should we think about thermals? a white pixel is easier to spot, would suck to get shot by invisible tank using thermals to spot you

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-06-03 16:05
by Psyrus
Finally managed to get the editor set up on my laptop... what a schlep!

Code: Select all

[b][u]gb_jep_landrover, gb_jep_landrover_support[/u][/b]

ObjectTemplate.cullRadiusScale 4.5

GeometryTemplate.setSubGeometryLodDistance 1 0 5
GeometryTemplate.setSubGeometryLodDistance 1 1 70
GeometryTemplate.setSubGeometryLodDistance 1 2 115
GeometryTemplate.setSubGeometryLodDistance 2 0 35
GeometryTemplate.setSubGeometryLodDistance 2 1 90

[b]Issues:[/b]
[list=1]
[*]Geom_1 LOD 0/1: LOD 1 has more polygons than LOD 0
[*]Geom_1 LOD 3: Final LOD is over limit @ 986 polys
[*]Geom_2 LOD 3: Few unnecessary floating polygons
[*]Geom_2 LOD 3: Final LOD is over limit @ 958 polys
[*]
[*]
[*]
[*]
[/list]

[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 
Also added your latest ones to SS Mats

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-06-04 10:10
by Psyrus
With the introduction of such large cull distances [1000m+], I am personally advocating a new LOD be added for most vehicles which is the most basic geometric shape/size that matches the initial model. I'm talking like 15-50 polygons, as at distances 500-1000m, vehicles are nothing more than 2-5 pixels on the user's screen, and while it is great that they will be able to see them all that way, there is no point in rendering 600-1000 polys on something 2-5 pixels big at that distance.

This is what I'm talking about for say the challenger (below).

Image

I realize this is probably an unrealistic ask for current developers, but it does seem like something that someone as unskilled (modeling wise) like me could do, and wouldn't require a whole lot of texturing (just use the main color from the already loaded pallets). Would the incremental performance gain be worth the extra "drawcalls, lightmap, mesh memory and textures"? (post 1, post 2)

I just figure anything I can do to help, even in inane ways could be a good thing :confused:

Code: Select all

[b][u]gb_tnk_challenger[/u][/b]

ObjectTemplate.cullRadiusScale 5.2

GeometryTemplate.setSubGeometryLodDistance 1 0 20
GeometryTemplate.setSubGeometryLodDistance 1 1 40
GeometryTemplate.setSubGeometryLodDistance 1 2 120
GeometryTemplate.setSubGeometryLodDistance 2 0 30
GeometryTemplate.setSubGeometryLodDistance 2 1 120

[b]Issues:[/b]
[list=1]
[*]Geom_1 LOD 3: Final LOD is over limit @ [color=Red][b]1462 [/b][/color]polys
[*]Geom_2 LOD 0: Floating polygon at LHS rear exhaust vent (turret)
[*]Geom_2 LOD 1: Strange hatch polygons at top of turret (unneeded?) 
[*]Geom_2 LOD 2: Strange hatch polygons at top of turret (unneeded?) 
[*]Geom_2 LOD 3: Just over the limit @ 591
[*]
[*]
[/list]

[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 
Finally, might I suggest that on the first page, the whole
List of Vehicles To Do:
sections be replaced by the following -

Air
Link

Land
Link

Civilian
Link

Sea
Link

Image

(edit: Graph should automatically update as things on spreadsheet are updated)

======================

New edit:

I see that:

gb_trk_logistics
gb_trk_support
ger_trk_logistics
ger_trk_support

are still in the "to do" vehicles list, but I was under the impression that J.F.Leusch69 was doing all those... should I remove them from the 'to do' list?

=========================

Edit again

Oh wow I just notice [R-DEV]J.F.Leusch69 has committed a bunch to the repo! Working to reflect these updates in the spreadsheet! Thanks!

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-06-04 10:51
by Amok@ndy
Psyrus wrote:This is what I'm talking about for say the challenger (below).

Image
and what if the vehicle is facing the front or the back to you?
also dont forget that jets and choppers might see the vehicle from above ;)
or what happens if the vehicle is flipped and you will see the bottom ?

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-06-04 11:34
by Psyrus

Code: Select all

[b][u]ger_jep_gwagon_support, ger_jep_gwagon_support_alt[/u][/b]

ObjectTemplate.cullRadiusScale 9.8

GeometryTemplate.setSubGeometryLodDistance 1 0 25
GeometryTemplate.setSubGeometryLodDistance 1 1 50
GeometryTemplate.setSubGeometryLodDistance 1 2 95
GeometryTemplate.setSubGeometryLodDistance 2 0 30
GeometryTemplate.setSubGeometryLodDistance 2 1 125

[b]Issues:[/b]
[list=1]
[*]Geom_1 LOD 0/1: [i]LOD Switch is only obvious due to glass colour change, I deemed it to be acceptable but it's up to whomever checks it. The alternative was 35 which is less obvious. [/i]
[*]Geom_1 LOD 3: Final LOD is over limit @ [b][color=Red]1156 [/color][/b]polys
[*]Geom_2 LOD 2: Inside faces are deleted to save polys but it makes the LOD switch have to occur later than if some inner faces had been kept (to make the switch less obvious). 
[*]
[*]
[*]
[*]
[/list]

[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-06-04 11:37
by Psyrus
[R-DEV]Amok@ndy wrote:and what if the vehicle is facing the front or the back to you?
also dont forget that jets and choppers might see the vehicle from above ;)
or what happens if the vehicle is flipped and you will see the bottom ?
The polys I counted take those situations into account. Remember this LOD only occurs @ 500m+ distance.

From every direction with those 26 polys you will see at the very least, the silhouette of the intended vehicle type.

It would have been 25 polys but I even took an extra square poly on the front of the barrel into account assuming that someone views it from a 1-5 degree angle from the front of the tank at distance, thus showing the barrel from all angles.

Edit: Again I'd like to stress I'm no modeler but I have done some tutorials and stuff so I'm not pulling things out of my bum... but as I have little to no experience, I'm happy to be corrected on logical fallacies in my argument/points, however I believe I already factored your points in to the initial post :)

Edit again: I just realized that I think to render a polygon on both sides (like a planar square for example) it uses twice the # of polys, is that right? In that case my count increases to 28.

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-06-04 14:08
by Rhino
Psyrus wrote:With the introduction of such large cull distances [1000m+], I am personally advocating a new LOD be added for most vehicles which is the most basic geometric shape/size that matches the initial model. I'm talking like 15-50 polygons, as at distances 500-1000m, vehicles are nothing more than 2-5 pixels on the user's screen, and while it is great that they will be able to see them all that way, there is no point in rendering 600-1000 polys on something 2-5 pixels big at that distance.

This is what I'm talking about for say the challenger (below).

Image

I realize this is probably an unrealistic ask for current developers, but it does seem like something that someone as unskilled (modeling wise) like me could do, and wouldn't require a whole lot of texturing (just use the main color from the already loaded pallets). Would the incremental performance gain be worth the extra "drawcalls, lightmap, mesh memory and textures"? (post 1, post 2)
Which is what we are doing on all our new models and when we come to update old ones which is what I said in the post you quoted and the reason why if a final lod is not under 100tris its highlighted as an issue so we can look into fixing it later.

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-06-04 14:47
by Psyrus
[R-DEV]Rhino wrote:Which is what we are doing on all our new models and when we come to update old ones which is what I said in the post you quoted and the reason why if a final lod is not under 100tris its highlighted as an issue so we can look into fixing it later.
Cool, thanks for the info Rhino :)

I guess the statics come next for analysis after the vehicles? ;)

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-06-04 15:37
by Psyrus

Code: Select all

[b][u]idf_apc_namer[/u][/b]

ObjectTemplate.cullRadiusScale 7.2 (Unchanged)

GeometryTemplate.setSubGeometryLodDistance 1 0 25 
GeometryTemplate.setSubGeometryLodDistance 1 1 50 
GeometryTemplate.setSubGeometryLodDistance 1 2 100
GeometryTemplate.setSubGeometryLodDistance 1 3 125
GeometryTemplate.setSubGeometryLodDistance 2 0 5
GeometryTemplate.setSubGeometryLodDistance 2 1 75
GeometryTemplate.setSubGeometryLodDistance 2 1 135
GeometryTemplate.setSubGeometryLodDistance 2 1 165

[b]Issues:[/b]
[list=1]
[*]Geom_1 LOD 4: Final LOD is over limit @ 574 polys
[*]Geom_2 LOD 4: Final LOD is over limit @ 560 polys
[*]Geom_2 LOD 1: LOD 1 has more polys than LOD 0 (7956 vs 7942)
[*]
[*]
[*]
[*]
[/list]
[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]idf_jep_zeev[/u][/b]

ObjectTemplate.cullRadiusScale 6.5

GeometryTemplate.setSubGeometryLodDistance 1 0 [b]N/A[/b]
GeometryTemplate.setSubGeometryLodDistance 2 0 [b]N/A[/b]

[b]Issues:[/b]
[list=1]
[*]Geom_1: [b][color=Red]No LODs aside from LOD 0[/color][/b]
[*]Geom_2: [b][color=red]No LODs aside from LOD 0[/color][/b]
[*]Geom_1 LOD 0: Final LOD is way over limit @ [b][color=Red]8403 [/color][/b]polys
[*]Geom_2 LOD 0: Final LOD is way over limit @ [b][color=red]7001 [/color][/b]polys
[*]
[*]
[*]
[/list]


[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]idf_tnk_merkava[/u][/b]

ObjectTemplate.cullRadiusScale 6.4

GeometryTemplate.setSubGeometryLodDistance 1 0 5 
GeometryTemplate.setSubGeometryLodDistance 1 1 75 
GeometryTemplate.setSubGeometryLodDistance 1 2 100
GeometryTemplate.setSubGeometryLodDistance 1 3 175
[color=Red]GeometryTemplate.setSubGeometryLodDistance 2 0 5[/color]


[b]Issues:[/b]
[list=1]
[*]Geom_1 LOD 0: Final LOD is over limit @ [b][color=red]1035 [/color][/b]polys
[*]Geom_2 LOD 0: Final LOD is over limit @ [color=red][b]5720 [/b][/color]polys
[*]Geom_2 LOD 1: LOD1 has more polys than LOD0
[*]Geom_2 LOD 4: Tracks of tank appear to be raised which creates a bad look at range and is unnecessary. 
[*]
[/list]


[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-06-04 15:50
by Rhino
Psyrus wrote:I guess the statics come next for analysis after the vehicles? ;)
Ye, although that's a much bigger project and its also much harder to fix staticobjects as any fixes you make for them, that compromises there lightmaps so they need new lightmaps generating for them on all the maps they are on, which is not a nice thing to do..

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Posted: 2011-06-04 16:03
by Psyrus
[R-DEV]Rhino wrote:Ye, although that's a much bigger project and its also much harder to fix staticobjects as any fixes you make for them, that compromises there lightmaps so they need new lightmaps generating for them on all the maps they are on, which is not a nice thing to do..
Oh jeez that sounds like a lot of work :? ??: Is (will the) the benefit be worth the work that it entails (on the modelers'/mappers' side)?