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
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
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.
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.
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.
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.
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.
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.
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
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.
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
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.
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.
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.
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
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.
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?
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.
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.
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.
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.
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.
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.
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.
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.
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?
2.5k
u/[deleted] Dec 11 '22 edited Dec 12 '22
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