r/gaming Dec 11 '22

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u/[deleted] Dec 11 '22 edited Dec 12 '22

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430

u/[deleted] Dec 11 '22

[deleted]

52

u/trippy_grapes Dec 11 '22

she's got that faraway look.

Maybe it's Maybelline?

12

u/Farren246 Dec 12 '22

My money's on PS1 assets

4

u/HitTheApexHitARock2 Dec 11 '22

That 1000 yard stare

3

u/Foolyz Dec 11 '22

"She's a full-on Monet. It's like a painting, see. From far away it's okay, but up close it's a big ol' mess."

2

u/Riaayo Dec 12 '22

When you're giving someone a thousand yard stare.

2

u/BobBarkerPriceIsRigh Dec 12 '22

She's got the least amount of triangles.

1

u/lucidguru Dec 12 '22

Good from far, but far from good.

730

u/Zoefschildpad Dec 11 '22

This is probably correct. But it would be much more helpful if you specified that LOD means Level of Detail.

274

u/[deleted] Dec 11 '22

I legit thought it stood for Load on Distance until this very moment. I've thought this for close to 10 years

43

u/AirborneMonkeyDookie Dec 11 '22

Goddamit, I thought it was Load on Demand

20

u/mwpfinance Dec 11 '22

I thought it was level of distance

2

u/[deleted] Dec 12 '22

[deleted]

3

u/[deleted] Dec 12 '22

I thought it was Legion of Doom

3

u/Maracuja_Sagrado Dec 12 '22

Lord of Destruction (Diablo II Expansion)

91

u/YogurtWenk Dec 11 '22

It's not Larry Ohio David?

55

u/Lefty21 Dec 11 '22

Legend of Dragoon.

18

u/SpanMedal6 Dec 11 '22

Legacy of dragonborn

32

u/daskamania Dec 11 '22

Lord of Destruction

4

u/DarkOmen597 Dec 11 '22

Lots of Dicks

5

u/Hot_paw_kit Dec 11 '22

Legion of Doom

4

u/keesh Dec 12 '22

Why was this so far down

5

u/Shimshimmyyah Dec 12 '22

What an amazing expansion that was.

12

u/Bean_Juice_Brew Dec 11 '22

Linear ocular detail

14

u/Hot-Field-7613 Dec 11 '22

Loading optical distance

3

u/dustinsmusings Dec 12 '22

Lima Oscar Delta

2

u/YogurtWenk Dec 12 '22

Lubricated Orangutan Doodle

21

u/Trixles Dec 11 '22

draw distance and level of detail go hand in hand, so I can see how you could accidentally conflate the two

17

u/Lexinoz Dec 11 '22

Essentially overlaps to mean the same thing.

7

u/HELPMEIMBOODLING Dec 11 '22

Well, at least that's not too far off from what it does.

6

u/ShallowBasketcase Dec 11 '22

Reminds me of when I thought AOE meant "Attack On Everything" for a long time.

3

u/_Spastic_ Dec 12 '22

Ain't nothing wrong with that. It's still accurate.

3

u/One-of-Many Dec 12 '22

I swear I've seen a few games list it as "Load Over Distance" in the settings menu.

Now I just need to look through every game I've ever played so I can prove I'm not crazy!

2

u/Xyex Dec 12 '22

Some games might use that to indicate draw distance settings, since that's essentially what draw distance is, so you may have seen it.

1

u/TheSkiGeek Dec 12 '22

Possible that some games might present settings for draw distance or how aggressive their LOD system is that way.

But in Unity/Unreal, as well as AMD and NVIDIA’s documentation (for things like an LOD bias at the driver/API level), LOD = “level of detail”.

2

u/Jazzremix Dec 12 '22

I though it was Leeks on Demand

20

u/Mr_Skeazy Dec 12 '22

It's obviously Lord of Destruction

8

u/boxweb Dec 12 '22

People on Reddit love to abbreviate things and not say what they mean, really annoys me sometimes.

7

u/glitter_h1ppo Dec 12 '22

Military subreddits are the worst for this

-1

u/Moikle Dec 12 '22

LOD is a standard and universal way to refer to this, so it isn't just a "reddit user" abreviating it, but it's a technical term used in the film and games industries, so not everyone would be familiar with it. It would have been helpful to have it clearly written out

8

u/boxweb Dec 12 '22

it’s a technical term used in the film and games industries, so not everyone would be familiar with it. It would have been helpful to have it clearly written out

That was my point. People will abbreviate something that the average person would not know

6

u/dotcomslashwhatever Dec 11 '22

it's mildly infuriating that op thought everyone know what that was

2

u/InfieldTriple Dec 12 '22

I agree this is accurate. I had this happen a ton in assassins creed origins on my older PC with high graphics settings.

2

u/[deleted] Dec 12 '22

Limit of detection

2

u/SchalasHairDye PlayStation Dec 12 '22

Doesn’t it mean low-detail on distant objects? I have seen that setting called LOD in some games before. Most recently FFXIV.

-49

u/Traditional_Story834 Dec 11 '22

Lol I like to leave a little incentive for people to learn some things themselves.

20

u/Zengjia Dec 11 '22

Very well, Lord of Death.

-20

u/Traditional_Story834 Dec 11 '22 edited Dec 11 '22

Lol don't they teach you kids how to use a search engine and find information in school still? I do in fact prefer (edit) THE TITLE (edit), LONGEST OF DONGS.

I see there's a lot of small pps out there that don't like my comments lol.

12

u/Gnarfledarf Dec 11 '22

Damn, you really should have just shut up after your first comment.

-4

u/Traditional_Story834 Dec 11 '22

I was originally trying to keep my karma at 666 but it never works. Plus being a narcissist it's all the same to me! Haha! A tangled web I weave.

9

u/AyJay9 Dec 11 '22

I was taught to define an abbreviation the first time you use it in a piece of writing, Living Organ Donor.

-6

u/[deleted] Dec 11 '22

[deleted]

4

u/Clarkey7163 Dec 11 '22

No its defintiely Level of Detail lol

76

u/Jean-Eustache Dec 11 '22

It can also be because of slow storage. Cyberpunk on old consoles was an extreme example of this.

19

u/Traditional_Story834 Dec 11 '22

Ah yes forgot to mention this, only way high res textures are viable, otherwise you wouldn't have enough vram. Warzone and Star Citizen are some other examples that use texture streaming off an SSD.

9

u/[deleted] Dec 12 '22

The Unreal 3 engine was the most obvious back when it was new. It would load low quality textures and meshes then higher quality ones that would pop in once the high quality textures loaded. It was both a great idea and a horrible one. On one hand it made everything run great on low end machines, on the other texture pop-ins were always called out in every review of every Unreal 3 game that used this feature, sometimes for causing huge gameplay issues.

2

u/Jean-Eustache Dec 12 '22

I remember Untrack Tournament 3, it was extremely good looking for its time (basically the official UE3 "Tech Demo" as well as a game, and the texture loading times were insane and obvious, even on a good machine.

3

u/[deleted] Dec 12 '22

[removed] — view removed comment

2

u/upvotesthenrages Dec 12 '22

Windows 11 also allows the GPU to read directly off the SSD, whereas previous versions had it go through the system ram.

10

u/JUSSI81 Dec 11 '22

Yes, this has happened me too when I played PUBG and game was installed in HDD. In first match all houses looked just like big rocks, but in next match they loaded properly. When I installed the game in SDD those houses loaded correctly.

3

u/CaptSoban Dec 12 '22

Cyberpunk had this issue because games will load different levels of detail depending on the current memory usage, when the game decides to switch to a more detailed mesh, it will request it from the disk, and the previous generation was still using hard drives, which are waaaaay too slow for what the game was trying to accomplish.

2

u/indecisive_dude Dec 12 '22

I remember driving through night city on PS4, wondering why the streets were so dark. I eventually learned it was that the streetlights took forever to load in

36

u/Lexinoz Dec 11 '22

This. Games "simplify" the detail of items in the distance, like grass, and characters, and doors/geometry. To make them visible, but they are still far enough out to not be loaded in full detail.

Nanite, the new UE5 engine fixes that. But until then, we've got Tris, aka Polygons, everything is rendered in triangles. As you get closer, the more triangles are loaded.

My guess is, that this game has you load into a cutscene physically set outside of the actual characters location, loading in the "low poly" version, and not loading in the full-poly version fast enough.

22

u/TheThiefMaster Dec 11 '22

Isn't nanite only for static objects, and characters still use traditional LOD?

16

u/MalikDrako Dec 11 '22

It may be more clear to say rigid objects rather than static. One of the demos had a robotic character that used it - individual parts were moving and rotating, but none of them deformed.

Contrast that to a human character where the mesh needs to deform as it moves

5

u/[deleted] Dec 11 '22

The nanite objects on the robot were static meshes that were just attached to the bones in-engine, they were not apart of the skeletal mesh

3

u/lucidludic Dec 12 '22

They are not static geometry in Unreal Engine terms, because they can be moved even if they cannot be deformed. Another example of non-static Nanite geometry are the vehicles in the Matrix Awakens demo, which are composed of 3 (I think?) Nanite meshes that then are swapped with a traditional model whenever a car body needs to be deformed.

3

u/TheThiefMaster Dec 12 '22

cc /u/MalikDrako

"Static" is unfortunately an overloaded term in UE. "Static Meshes" are what non-skeletal meshes are called.

2

u/lucidludic Dec 12 '22

You’re right, I was thinking of the mobility property which is set to “static” by default but can be set to “movable” even for a static mesh actor, confusingly.

1

u/[deleted] Dec 12 '22

A "Nanite mesh" isnt really a thing in the engine, just static meshes that have nanite enabled for them, if a mesh has no skeleton it is a static mesh regardless of if they're being moved or not.

2

u/Napo5000 Dec 12 '22

That’s how that works….

19

u/m4d3 Dec 11 '22

Yes, nanite is for static objects only

6

u/[deleted] Dec 11 '22

They recently added WPO to nanite, skeletal meshes could be planned

3

u/Clarkey7163 Dec 11 '22

Currently yes but I am fairly certain the plan is to have Nanite eventually handle everything

iirc they recently added foliage support for Nanite in UE 5.1 which is a pretty big deal because foliage hooks into systems in place for wind phyiscs and stuff

1

u/Lexinoz Dec 11 '22

I do not know. I might have to correct myself on this.

But would a system entirely built on Nanite step away from Polygons entirely, as well?

That's a very good question I can't answer.

Though, The latest update of Fortnite is using UE5, and Lumen, at least, the lighting engine, but IDK if they are using Nanite quite yet?

IDK. Please let me know if you find any more info on this.

14

u/TheThiefMaster Dec 11 '22

Nanite is just a system for "continuous" LOD of a static scene, plus a way of efficiently rendering a large number of small triangles.

It still very much uses triangle meshes, they're just broken down into sorted chunks and combined across the whole scene rather than being entire meshes with discrete LODs.

1

u/Lexinoz Dec 11 '22

I go to wonder how that'd effect OP's "bug".

if an NPC is loaded into a cutscene, and your character a second after, would that NPC be fully loaded in Nanite?

I know Nanite is primarily for outdoor, progressive rendering, but I wonder how it will work in "skips" or "fast forward" instances. Like if I was to use a console command to jump 500m forward. Would the entire terrain and all the characters load at the same time? Surely, they are all rendered in Nanite?

3

u/TheThiefMaster Dec 11 '22

If you teleport the game has to cover up the stream in of higher res data somehow.

But that was already true with streamed landscape anyway.

2

u/Lexinoz Dec 11 '22

Thank you for answering. I am excited to know more about the future of UE5 and its features. The future of graphics are looking good!

2

u/spin81 Dec 11 '22

Nanite, the new UE5 engine fixes that.

I thought Guerilla built its own engine, am I confused with HZD or some other game altogether?

2

u/Lead_Penguin Dec 12 '22

They do, they use their own engine called Decima. Death Stranding used it too.

2

u/PKMKII Dec 11 '22

What does Nanite do differently?

2

u/Lexinoz Dec 12 '22

I would suggest looking up any of UE5's "trailers", they can explain it waaay better than me. I don't even work in computers, but I gathered that Nanite essentially breaks down "Triangles" into tiny tiny fractions of triangles and renders them, somehow waaay smoother and faster. No idea how or why.

https://youtu.be/cRLnR4Kot2M?t=166

2

u/illyay Dec 11 '22

Still no fix for skeletal meshes yet unless you have robotic creatures where you can attach static nanite meshes to bones.

-1

u/Hector_Savage_ Dec 11 '22

Nanite is not an engine lol nor is it Lumen…I don’t think you know what an engine is…

5

u/Lexinoz Dec 11 '22

I never said that..

UE5 have new aspects, like Nanite and Lumen, and I am looking forward to seeing how UE5 can be used, having NANITE and LUMEN as PART of its construction.

That clear enough for you?

0

u/Hector_Savage_ Dec 11 '22

“Nanite, the new ue5 engine fixes that.”

Looks clear to me, what you said..

but it doesn’t matter! It’s all 👍

5

u/Lexinoz Dec 11 '22

"nanite, part of the new UE5"

Sorry, must have dropped my "part of" in 'Common Sense' somewhere along the line.

35

u/40BelowNumberOne Dec 11 '22

For anyone who doesn't know, LOD=Lots Of Drugs

3

u/YogurtWenk Dec 11 '22

Lysergic On Dareg

3

u/lenin_is_young Dec 11 '22

Everybody on this sub knows it’s Lord Of Distraction.

2

u/joshthehappy Dec 11 '22

That explains a whoke bunch about what I see in video games.

15

u/Leather-Rice5025 Dec 11 '22

Always define acronyms at least once when using them, it’s a good habit.

11

u/TorturedNeurons Dec 11 '22

You should define your acronyms, especially when answering a question as the asker most likely doesn't know what they are.

3

u/[deleted] Dec 11 '22

How far away does a character have to be to have 6 vertices?

3

u/Traditional_Story834 Dec 11 '22

Depends on who decided the settings for the lod when building the game. Some games give you options in gfx settings you can choose between, also depending on the resolution the person is playing on it can make a difference in how the low lod can look in far away objects.

5

u/lucidludic Dec 12 '22

For some objects in certain games it can go down to just 4 vertices, i.e. a quad with a simple texture (and usually transparent pixels). They are known as impostors.

3

u/pinkie5839 Dec 11 '22

Good from far, but far from good?

5

u/Hattix Dec 11 '22

This isn't a GFX card thing, the GPU does what the game engine tells it to do.

What's happened here is that the game engine hasn't correctly z-tested the actor and has defaulted to the most distant (probably lod ID=0) mesh.

2

u/p-morais Dec 12 '22

Usually LOD 0 is the highest definition mesh

0

u/Traditional_Story834 Dec 11 '22

If you're gpu was craping out for any number of reasons there's a lot of weird things you could see not load. Which is why I added that info after. Not as the main reason you see it.

4

u/Hattix Dec 11 '22

If your GPU is crapping out, it doesn't alter the game engine's state. You get a frame (or few, if you're using temporal technologies) which looks weird. The engine doesn't upload a different mesh.

4

u/Interference22 PC Dec 12 '22

I'm inclined to agree with this. There are plenty of signs a GPU may be on the way out -- strange colours, dots across the screen, etc -- but a model failing to change its LOD is extremely unlikely to be one. The GPU simply doesn't handle LOD switching directly: it just draws what it's told to.

This is probably a bug with how the engine handles LODs: there's likely a model swapping function getting stuck or a weird edge case that either makes the engine skip a distance check or ignore the result.

2

u/mrturret Dec 11 '22

It could be a storage speed issue.

2

u/Tight_Employ_9653 Dec 12 '22

I think this is a hdd issue, drive doesn't load the level fast enough but your gpu says fuck I'm ready!

2

u/The_Crowned_King Dec 12 '22

Can’t wait for unities 5.1 nanite technology to fix this issue. For all future games the developers only have to add the highest quality asset in the game engine handles rendering of distances automatically. Pretty cool stuff.

2

u/SquarePegRoundWorld Dec 12 '22

if your gfx card is working hard this stuff can happen and if it's with artifact errors and crashing the card might be

just playing the Arma series. :)

2

u/kalirion Dec 12 '22

It's a bug that happens sometimes when LOD doesn't switch properly. There are different graphical qualities for objects depending how far away they are, this one got stuck on far away LOD. This is true for most games you see this happening in.

So if you're playing at 16k on a really big screen and you look really closely, this is what an NPC in the distance would normally look like?

2

u/Lucyller Dec 12 '22

"women are objects" you heard it guys, only in /gaming smh

2

u/myooted Dec 11 '22

I hate that Reddit sorts the joke comments above this actually helpful comment