Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Posted: 2011-06-16 14:19
Yeah I know but in Rhino's list it had ru_apc_btr90 [#27], yet I can't find that anywhere. Is that a mistake or is my PR missing something? In any case those values can be used if the BTR is ever reskinned and used in a faction[R-DEV]Rudd wrote:thats the vBF2 one mate which we don't use because iirc it wasn't appropriate
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For anyone thinking about doing some LOD switch analysis, it's really easy, but somewhat time consuming. I'm now what I would consider 'versed' in the art [having done 41 of them], and I just timed myself for the latest one (LAV25). It took 14:40 from opening the spreadsheet to see what the next one was to hitting "Save" for the edit. That's inclusive of photoshopping, uploading, checking etc. Easier models without issues would be 2/3 that time, and the worst case scenario would be about twice that long for a newcomer.
Get stuck into the Air Vehicles list if you really like PR as much as you say you do, especially if you're one of the people bitching about performance.
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Code: Select all
[b][u]ru_tnk_t90[/u][/b]
ObjectTemplate.cullRadiusScale 5.8
GeometryTemplate.setSubGeometryLodDistance 1 0 65
GeometryTemplate.setSubGeometryLodDistance 1 1 85
GeometryTemplate.setSubGeometryLodDistance 1 2 240
GeometryTemplate.setSubGeometryLodDistance 2 0 115
GeometryTemplate.setSubGeometryLodDistance 2 1 225
[b]Issues:[/b]
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[b]Coding:[/b] Psyrus
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]suv_vip[/u][/b]
ObjectTemplate.cullRadiusScale [b][color=Red]N/A[/color][/b]
GeometryTemplate.setSubGeometryLodDistance [b][color=Red]N/A[/color][/b]
[b]Issues:[/b]
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[*][b][color=red]Cannot find suv_vip in unzipped objects folder. [/color][/b]
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[b]Coding:[/b] Psyrus
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]us_aav_avenger[/u][/b]
ObjectTemplate.cullRadiusScale 5.6
GeometryTemplate.setSubGeometryLodDistance 1 0 50
GeometryTemplate.setSubGeometryLodDistance 1 1 70
GeometryTemplate.setSubGeometryLodDistance 1 2 90
GeometryTemplate.setSubGeometryLodDistance 2 0 105
GeometryTemplate.setSubGeometryLodDistance 2 1 9001
[b]Issues:[/b]
[list=1]
[*]Geom_1 LOD 3: Final LOD poly count way above limit @ [b][color=Red]2410[/color][/b]
[*]Geom_1 LOD 3: Final LOD poly count way above limit @ [b][color=Red]2208[/color][/b]
[*]Geom_2 LOD 2: LOD 2 & 3 are mixed up, with the final LOD having [b]more[/b] polys than the one preceding it. Have set final LOD @ over 9000m so that it stays on the lower poly version. This geom_2 will have to be redone when it's corrected, if ever.
[*]Geom_2 LOD 2&3: Wrong part of the texture is applied to the missile canopy compared to LOD0, should be fixed for consistency.
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[b]Coding:[/b] Psyrus
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]us_apc_aavp7a1[/u][/b]
ObjectTemplate.cullRadiusScale 8.2
GeometryTemplate.setSubGeometryLodDistance 1 0 20
GeometryTemplate.setSubGeometryLodDistance 1 1 55
GeometryTemplate.setSubGeometryLodDistance 1 2 130 [90 - See issue 1]
GeometryTemplate.setSubGeometryLodDistance 1 3 205
GeometryTemplate.setSubGeometryLodDistance 2 0 25
GeometryTemplate.setSubGeometryLodDistance 2 1 55
GeometryTemplate.setSubGeometryLodDistance 2 2 130
GeometryTemplate.setSubGeometryLodDistance 2 3 175
[b]Issues:[/b]
[list=1]
[*]Geom_1 LOD 4: Removed base of cannon results in floating geometry. Geometry can be extended down (just make polys bigger) to bridge the gap or the turret lowered a bit to close the floating bit. [[url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/aav7_geom1_lod4_floating_turret.png]See Image[/url]]
[*]Geom_2 LOD 3: RHS of model's texture is a fair bit lighter on LOD 3 than the preceding LODs. This results in the lod switch being pushed out to 130 rather than ~90m (+/- 10m). If you don't think players will notice the texture shift, I suggest 90m for[i] setSubGeometryLodDistance 1 2 XX[/i]
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[b]Coding:[/b] Psyrus
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]us_apc_lav25[/u][/b]
ObjectTemplate.cullRadiusScale 7.9
GeometryTemplate.setSubGeometryLodDistance 1 0 40
GeometryTemplate.setSubGeometryLodDistance 1 1 105
GeometryTemplate.setSubGeometryLodDistance 1 2 175
GeometryTemplate.setSubGeometryLodDistance 2 0 80
GeometryTemplate.setSubGeometryLodDistance 2 1 160
[b]Issues:[/b]
[list=1]
[*]Geom_2 LOD 3: Turret is floating slightly on LOD3. It makes no difference to the LOD switching, but it is disconnected enough to mention. [[url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/lav25_geom2_floating_turret.png]See Image[/url]]
[*]Geom_2 LOD 0: Wheel colours are significantly lighter on the first LOD than the subsequent two, which makes the LOD switch rather stark at anything close. [[url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/lav25_geom2_wheel_colors.png]See Image[/url]]
[*][*]Geom_2 LOD 1: Geometry has been added to the back of the turret in the second LOD, which makes LOD switching early on even harder. [[url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/lav25_geom2_wheel_colors.png]See Image[/url]]
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[b]Coding:[/b] Psyrus
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] 