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Questions about terrain improvements #42679
03/15/05 18:03
03/15/05 18:03
Joined: Jan 2004
Posts: 2,013
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Excessus Offline OP
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Excessus  Offline OP
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Quote:

Automatic subdividing terrains into sub-meshes in order to overcome the 65K polygon limitation of most 3D cards.



So I can make one huge terrain and the engine will do the rest?

Quote:

Chunked LOD for speeding up terrain rendering.



What exactly is chunked LOD?

Re: Questions about terrain improvements [Re: Excessus] #42680
03/16/05 23:10
03/16/05 23:10
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Christoph_B Offline
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In Antwort auf:

So I can make one huge terrain and the engine will do the rest?






yes.


In Antwort auf:

What exactly is chunked LOD?





i don't know, but the best thing would be, if you could combine static and dynamic lod.


sef
Re: Questions about terrain improvements [Re: Christoph_B] #42681
03/20/05 18:41
03/20/05 18:41
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Matt_Aufderheide Offline
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Chunked LOD- it takes each subdivision and applies LOD to it, using a similar system to the current entity LOD..

As has been stated many times by JCL, with modern GPUs, the cost of dynamically tesselating terrains usually outweighs the benfits. Chunked LOD is a good compromise, because its rarely noticeable, will reduce polygons counts by a good amount, and doesnt take any processing power to calculate.

I dont doubt that in the future, everything will be dynamically tesselated from higher-order surfaces, including terrains and all other geometry.. but that's not here yet with A6.. maybe A7.

Re: Questions about terrain improvements [Re: Matt_Aufderheide] #42682
03/20/05 18:54
03/20/05 18:54
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Excessus Offline OP
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Quote:

it takes each subdivision and applies LOD to it, using a similar system to the current entity LOD..



Aaah, cool. So it will generate 4 LODs when you build the level, not during runtime, and not done by hand like with models now?


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