Evidence of Valve using LODs again!

Discussion in 'Team Fortress 2 Talk' started by Rexy, Dec 18, 2010.

  1. Rexy

    aa Rexy The Kwisatz Haderach

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    Evidence of Valve using LODs again in TF2!

    It's true! They're using LODs again in TF2!! Take a look!

    stone_window001:

    [​IMG]

    And also variants stone_window001a and b have this same LOD use.

    But that's it. None of the other assets in this update have LODs. :blushing:

    Edit:
    I've removed the sections about the poly count for the resupply cabinet, while still high, I'm to blame for blowing the reality of the poly count out of proportions, due to my pure ignorance. Apologies, all.
     
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    Last edited: Dec 24, 2010
  2. Ravidge

    aa Ravidge Grand Vizier

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    :U
     
  3. Icarus

    aa Icarus

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  4. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    Dr Forrester L2: Junior Member

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    Mr.Blob L8: Fancy Shmancy Member

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    aa Tekku

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    aa DaBeatzProject

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    Khuntza L2: Junior Member

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  10. Engineer

    aa Engineer

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  11. J4CK8

    J4CK8 L11: Posh Member

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    They look like new crafting blueprints

    :p :) :D :(
     
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  12. luxatile

    aa luxatile deer

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    It's almost like Valve care more about churning out new stuff all the time just because they feel that they need to, rather than spending time to ensure that their game's quality remains consistent. It's kinda sad.

    But at least one modeler has done a proper job, I guess? :p
     
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  13. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Havn't we already discussed how polygons are fairly cheap to render, it's the materials that are expensive.

    We're nearing the DX10-11 generation where many people are running 64 bit systems. That coupled with the fact we'll possibly see an engine upgrade with Ep 3...
     
  14. Ravidge

    aa Ravidge Grand Vizier

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    Polygons are cheap to render, but it's definitely not without cost at all.
    As I tested before with these things http://dl.dropbox.com/u/1281220/SS-2010.12.07-20.51.38.jpg too many polygons really cripples the framerate. These polyballs have a texture of 8x8 pixels and no normalmap or reflective properties. So the texture in this example is extremely cheap. much more so than the meshes.
    Textures at least have automatic mipmapping optimization.

    It's a unrealistic example though, but LODs are still incredibly helpful.
    Ignoring optimization just because computers are getting more powerful is a pretty lame excuse. My system was almost brand new when TF2 was released and I could run the game smooth as silk, but it's getting worse for every year and it shouldn't. I can't even choose to use low quality models now, because there are no high-medium-low options anymore, everyone gets the highpoly model no matter what.
     
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  15. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Oh no, i totally agree that we need LOD's. I was simply saying that perhaps we'll see some performance improvements when and if the engine gets improved with ep3. After all, the engine has its own limitations as does your computer hardware. Try running a HL2 scene (just geoemtry) in HL1 and you'll find the performance horrible in HL1 despite the fact that the scene (obviously) costs the same amount of memory.
     
    Last edited: Dec 18, 2010
  16. HellJumper

    aa HellJumper

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    c-c-c-c combo breaker!

    On a more serious note.
    I really love the math going on in this thread.
     
  17. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    The poly count is high.... i think...

    BUT...

    Whats LODs?

    Edited because I sounded noobish. (which I am)
     
  18. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    LoD = level of detail. At greater distances there is no need for high levels of detail so there are several versions of a single prop; at X distances the level of detail of said prop is reduced (to a version with fewer polygons) to increase performance.

    The concept is not limited to models, there are solid entities that incorporate similar resource saving features, such as func_lod which allows you to assign custom fade distances to solid geometry. Although that's not physically the same process (of saving tri's) the affect is the same: better performance through reducing detail at long distances.
     
    Last edited: Dec 18, 2010
  19. EArkham

    aa EArkham Necromancer

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    The thing I'm most disappointed with by all this LOD business is that I missed out on the combo on the first page.

    :ひ

    Kep
     
  20. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Ah, alright, thanks grazr, that makes sense.

    @:D Turban smiley!