Resolution LOD Samples – Operation Flashpoint

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[[category:Operation Flashpoint: Modelling|Resolution LOD]]
A well made model includes several [[LOD#.3Cresolution.3E|Resolution LODs]] that the game engine will switch in between.
== Introduction ==
A well made model will include several [[LOD#.3Cresolution.3E | Resolution LODs]] that the game engine will switch in between.


How the engine determines ''which'' of the available LODs to use is a complex issue that involves several factors:
How the engine determines ''which'' of the available LODs to use is a complex issue that involves several factors:
Line 8: Line 6:
*Video settings (visual quality, terrain detail, shadows, etc.)
*Video settings (visual quality, terrain detail, shadows, etc.)
*CPU load (how much processing power is left to handle visible objects)
*CPU load (how much processing power is left to handle visible objects)
*Object size (how large an object is)


To demonstrate the effect of these different parameters a series of tests have been made, and are documented below.
To demonstrate the effect of these different parameters a series of tests have been made, and are documented below.


Disclaimer: Keep in mind that the numbers listed are ''only'' useful to demonstrate the interdependency of the different factors. They are ''not'' to be taken as absolutes, since they will vary from situation to situation. (i.e. if you reproduce this test on your system you will most likely receive different absolute numbers, since your hardware/software configuration will be different from the test setup.)<br>The results should give you ''some'' clues as to what kind of LODs make sense, and how they are chosen, but don't interpret them as ''hard numbers''.
Disclaimer: Keep in mind that the numbers listed are ''only'' useful to demonstrate the interdependency of the different factors.
They are ''not'' to be taken as absolutes, since they will vary from situation to situation (i.e. if you reproduce this test on your system you will most likely receive different absolute numbers, since your hardware/software configuration will be different from the test setup).<br>
The results should give you ''some'' clues as to what kind of LODs make sense, and how they are chosen, but don't interpret them as ''hard numbers''.
 
{{Feature|arma3|
* Resolution LOD numbers do not have any impact on range, they only determine the order.
* Proxies within models change their resolution LOD independent of the main object. If you have a MG as a proxy in a tank model, the MG might switch down resolution while the tank is still in first resolution. (It has not been tested if this is the case for previous games).
}}
 


== Test Results ==
== Test Results ==


The official BIS 5tTruck uses the following resolution LODs:
The official BIS 5tTruck uses the following resolution LODs:
{| class="mw_metadata"
{| class="wikitable"
! LOD !! 0.75 !! 1.50 !! 3.00 !! 5.00 !! 7.00 !! 9.00
! LOD !! 0.75 !! 1.50 !! 3.00 !! 5.00 !! 7.00 !! 9.00
|-
|-
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If you test this on an empty map (desert), with just one truck visible, you will get the following switching distances:
If you test this on an empty map (desert), with just one truck visible, you will get the following switching distances:
{| class="mw_metadata"
{| class="wikitable"
! 0.75 !! 1.50 !! 3.00 !! 5.00 !! 7.00 !! 9.00
! 0.75 !! 1.50 !! 3.00 !! 5.00 !! 7.00 !! 9.00
|-
|-
|0 || 175 || 310 || 535 || >1000 || >1000
| 0 || 175 || 310 || 535 || >1000 || >1000
|}
|}
(Which means that LOD 0.75 will be used from 0-175 meters, LOD 1.50 from 175-310 meters, and so on.)
(Which means that LOD 0.75 will be used from 0-175 meters, LOD 1.50 from 175-310 meters, and so on.)
     
 
     
 
View distance isn't the only variable that comes into play though.<br>
View distance isn't the only variable that comes into play though.<br>
If, instead of ''one'' truck, you look at ''ten'' instead, you will get the following results:
If, instead of ''one'' truck, you look at ''ten'' instead, you will get the following results:
{| class="mw_metadata"
{| class="wikitable"
! 0.75 !! 1.50 !! 3.00 !! 5.00 !! 7.00 !! 9.00
! 0.75 !! 1.50 !! 3.00 !! 5.00 !! 7.00 !! 9.00
|-
|-
|0 || 40 || 100 || 210 || 300 || 380
| 0 || 40 || 100 || 210 || 300 || 380
|}
|}
As you can see, the switching distances are significantly smaller.<br>
As you can see, the switching distances are significantly smaller.<br>
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If you tighten the whole range a bit (instead of going from 0.75 to 9.00 you go from 0.00 to 5.00), you will see that the lowest resolution LOD (5.0) becomes active at 190 meters already. (Whereas in the original setting the car wasn't even visible anymore at the highest LOD, as it was more than 1000 meters away.)
If you tighten the whole range a bit (instead of going from 0.75 to 9.00 you go from 0.00 to 5.00), you will see that the lowest resolution LOD (5.0) becomes active at 190 meters already. (Whereas in the original setting the car was not even visible anymore at the highest LOD, as it was more than 1000 meters away.)
{| class="mw_metadata"
{| class="wikitable"
! &nbsp; !! 0.00 !! 1.00 !! 2.00 !! 3.00 !! 4.00 !! 5.00
! !! 0.00 !! 1.00 !! 2.00 !! 3.00 !! 4.00 !! 5.00
|-
|-
| '''1 car'''  ||0 || 40 || 80 || 115 || 155 || 190
| '''1 car'''  ||0 || 40 || 80 || 115 || 155 || 190
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The first series was done with video settings set to 'High Detail', and the second one with 'Low Detail'.
The first series was done with video settings set to 'High Detail', and the second one with 'Low Detail'.
Since in the 'Low Detail' setting fewer other objects/polygons are visible, model LODs are switched later:
Since in the 'Low Detail' setting fewer other objects/polygons are visible, model LODs are switched later:
{| class="mw_metadata"
{| class="wikitable"
! hi-res !! 1.00 !! 2.00 !! 3.00 !! 4.00 !! 5.00 !! 6.00
! hi-res !! 1.00 !! 2.00 !! 3.00 !! 4.00 !! 5.00 !! 6.00
|-
|-
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|-
|-
| '''10 cars''' ||0 || 50 || 100 || 130 || 200 || 235
| '''10 cars''' ||0 || 50 || 100 || 130 || 200 || 235
|-  
|-
| colspan="7" | &nbsp;
| colspan="7" |
|-
|-
! '''lo res''' !! 1.00 !! 2.00 !! 3.00 !! 4.00 !! 5.00 !! 6.00
! '''lo res''' !! 1.00 !! 2.00 !! 3.00 !! 4.00 !! 5.00 !! 6.00
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| 1 car''' || 90 || 205 || 300 || 380 || 460 || >1000
| 1 car''' || 90 || 205 || 300 || 380 || 460 || >1000
|-
|-
|| '''10 cars''' || 220 || 335 || 440 || 555 || >1000 || >1000
| '''10 cars''' || 220 || 335 || 440 || 555 || >1000 || >1000
|}
|}
     
 
     


To demonstrate a very extreme setting, you will see that with LOD settings of 100 and more, the second LOD never even comes into play with a single vehicle, and even with 10 vehicles it only switches from the highest LOD to the second stage one at a distance of 520 meters:
To demonstrate a very extreme setting, you will see that with LOD settings of 100 and more, the second LOD never even comes into play with a single vehicle, and even with 10 vehicles it only switches from the highest LOD to the second stage one at a distance of 520 meters:
{| class="mw_metadata"
{| class="wikitable"
! &nbsp; !! 0.00 !! 100.00 !! 200.00
! !! 0.00 !! 100.00 !! 200.00
|-
|-
| '''1 car''' ||0 || >1000 || >1000
| '''1 car''' || 0 || >1000 || >1000
|-
|-
| '''10 cars''' ||0 || 520 || >1000
| '''10 cars''' || 0 || 520 || >1000
|}
|}
{{GameCategory|ofp|Modelling}}

Latest revision as of 16:24, 25 September 2024

A well made model includes several Resolution LODs that the game engine will switch in between.

How the engine determines which of the available LODs to use is a complex issue that involves several factors:

  • View distance (how far the player is from the object he is looking at)
  • Visible objects (how many objects are currently displayed on the screen)
  • Video settings (visual quality, terrain detail, shadows, etc.)
  • CPU load (how much processing power is left to handle visible objects)
  • Object size (how large an object is)

To demonstrate the effect of these different parameters a series of tests have been made, and are documented below.

Disclaimer: Keep in mind that the numbers listed are only useful to demonstrate the interdependency of the different factors. They are not to be taken as absolutes, since they will vary from situation to situation (i.e. if you reproduce this test on your system you will most likely receive different absolute numbers, since your hardware/software configuration will be different from the test setup).
The results should give you some clues as to what kind of LODs make sense, and how they are chosen, but don't interpret them as hard numbers.

Arma 3
  • Resolution LOD numbers do not have any impact on range, they only determine the order.
  • Proxies within models change their resolution LOD independent of the main object. If you have a MG as a proxy in a tank model, the MG might switch down resolution while the tank is still in first resolution. (It has not been tested if this is the case for previous games).


Test Results

The official BIS 5tTruck uses the following resolution LODs:

LOD 0.75 1.50 3.00 5.00 7.00 9.00
Points 2409 1517 994 696 464 222
Faces 1832 1096 555 331 191 91


If you test this on an empty map (desert), with just one truck visible, you will get the following switching distances:

0.75 1.50 3.00 5.00 7.00 9.00
0 175 310 535 >1000 >1000

(Which means that LOD 0.75 will be used from 0-175 meters, LOD 1.50 from 175-310 meters, and so on.)


View distance isn't the only variable that comes into play though.
If, instead of one truck, you look at ten instead, you will get the following results:

0.75 1.50 3.00 5.00 7.00 9.00
0 40 100 210 300 380

As you can see, the switching distances are significantly smaller.
Instead of switching to LOD 1.50 at a distance of 175 meters, with 10 trucks visible LOD 1.50 becomes active at a distance of 40 meters already!


If you tighten the whole range a bit (instead of going from 0.75 to 9.00 you go from 0.00 to 5.00), you will see that the lowest resolution LOD (5.0) becomes active at 190 meters already. (Whereas in the original setting the car was not even visible anymore at the highest LOD, as it was more than 1000 meters away.)

0.00 1.00 2.00 3.00 4.00 5.00
1 car 0 40 80 115 155 190
10 cars' 0 30 60 100 145 185


Game settings also come into play, when it comes to LOD selection, as you can see from the following example.
The first series was done with video settings set to 'High Detail', and the second one with 'Low Detail'. Since in the 'Low Detail' setting fewer other objects/polygons are visible, model LODs are switched later:

hi-res 1.00 2.00 3.00 4.00 5.00 6.00
1 car 0 80 140 180 230 280
10 cars 0 50 100 130 200 235
lo res 1.00 2.00 3.00 4.00 5.00 6.00
1 car 90 205 300 380 460 >1000
10 cars 220 335 440 555 >1000 >1000


To demonstrate a very extreme setting, you will see that with LOD settings of 100 and more, the second LOD never even comes into play with a single vehicle, and even with 10 vehicles it only switches from the highest LOD to the second stage one at a distance of 520 meters:

0.00 100.00 200.00
1 car 0 >1000 >1000
10 cars 0 520 >1000