Evidence of Valve using LODs again!

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Dear Rexy,

For your information we have listened to your requests for LODs to be placed on existing items. As such, we will be adding LODs to those items using the current models, and then producing higher quality versions to be viewed at closer distances. Thank you for the idea.

Your friend,
Robin

P.S. Where do you do your hair? It looks nice.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
P.S. Where do you do your hair? It looks nice.

The same place void gets his makeovers.
voidalisa.jpg
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
This is why I'm forced to use -dxlevel 81 if I want any sort of framerate that exeeds 20.
Ain't got the best computer in the world.


*sob*
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
In my experience, lower dx levels don't always mean better performance. I actually got improved performance when I upgraded to DirectX11.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
135
I must say im not lagging as such with this stuff however it's still not as smooth as Team Fortress 2 Used to be.
However maybe my next computer upgrade will resolve this (i'm getting ATI's HD 6870 Graphics Card and possibly an impoved memory and processor).
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
216
So the question is, has it gotten desperate enough for community modellers to step in and release LOD packs? I'd say the time is approaching.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
As was mentioned before, Daimao is working on LoD's for weapons. I don't think anything else needs LoD's that doesn't already have it (if you use the medieval resupply locker your map deserves to have an fps drop anyway).
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
So the question is, has it gotten desperate enough for community modellers to step in and release LOD packs? I'd say the time is approaching.

Hey, if we can get some weight behind this, I would contribute to a "get whoever works on this some compensation for it" fund. Even if Valve ignores the finished product, we could still ship it as a user-side mod.
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
Of course none of the models shown in this thread that lack LOD's are seen from widely varying distances so they don't really NEED LOD's but thats ok we can pretend LOD's increase performance in situations that they don't.
 

Nakedape

L1: Registered
Mar 29, 2009
24
6
So very true happy, but I'd like to point out that if the props going to be used in a custom map it will then have to be used in the same optimized circumstances.

As I see it, spawn rooms are a great way to really up the polys and not hit performance and even if you do it doesn't count for much.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
216
Of course none of the models shown in this thread that lack LOD's are seen from widely varying distances so they don't really NEED LOD's but thats ok we can pretend LOD's increase performance in situations that they don't.

Actually first of all we're pointing out how many polys the locker has is too much for any distance and should just be completely trimmed down. Secondly the main objects lacking LODs which need to be fixed are weapons which will be seen at ALL distances. So even if a prop is in an areaportalled off room that's 64x64 it should still have a more reasonable polycount.
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
Right of course I agree about the weapons and hat models, but my point is that the total polycount and prop count of the degrootkeep respawn rooms is reasonable which means they can afford the extra polies, same thing with the nucleus props. Also, in nucleus, you are always at a great distance to the object, or not seeing it. Same thing with the locker, you are either close to it or it isn't drawing, so only one lod would be seen. They should lod the weapon models inside it though.

You shouldn't gauge the polycount/lod setup of a prop soley on the props intrinsic characteristics, but how it is being used. If it is a setpiece type prop you should give it as many polies as your buget affords. It's about distributing resources accros an entire scene.
 
Last edited:

Tapp

L10: Glamorous Member
Jan 26, 2009
776
216
Right of course I agree about the weapons and hat models, but my point is that the total polycount and prop count of the degrootkeep respawn rooms is reasonable which means they can afford the extra polies, same thing with the nucleus props. Also, in nucleus, you are always at a great distance to the object, or not seeing it. Same thing with the locker, you are either close to it or it isn't drawing, so only one lod would be seen. They should lod the weapon models inside it though.

You shouldn't gauge the polycount/lod setup of a prop soley on the props intrinsic characteristics, but how it is being used. If it is a setpiece type prop you should give it as many polies as your buget affords. It's about distributing resources accros an entire scene.

Ok but judging from the screenshot (having not played degroot keep) the locker is rendered even if one is standing outside because it is next to a window and even if the window has an areaportal then it will be rendered. Therefore the locker can be seen a lot further away than simply the spawn room.
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Nah Tapp, the red locker is very rarely rendered, I ran around the map myself.
However, the blue locker is almost always rendered, with one or two exceptions when you're in red spawn.
Valve could have at least put occluders in the castle walls and under that massive hill, would have helped a shitton :/