Don't really know if this has been discussed before, or if there is any answer by FDEV regarding the subject.
Here is a question. What is FDEVs strategy regarding progression and change for the different levels of detail objects will have in the game?
I was looking at a video for another game in development today, and the developer was trying to explain a couple of techniques they were thinking of using to obfuscate and mask the changes from one LoD to another so that there was no texture popping or other artifacts in the game (techniques like superimposing one lod on top of the other and fading the texture so that transition is smooth, or gradually over-writing the old LoD pixel by pixel until the transition is done).
Considering that Elite deals with huge distances, and has the realistic need to provide a lot of different LoDs for objects like planets or vast stations, is there any information regarding the technique they are going to use for that? If I remember correctly, there is nothing implemented for that currently in PB2.02 (so there is a LOT of texture popping happening in the game).
Any help would be vastly appreciated, cheers..C:
Here is a question. What is FDEVs strategy regarding progression and change for the different levels of detail objects will have in the game?
I was looking at a video for another game in development today, and the developer was trying to explain a couple of techniques they were thinking of using to obfuscate and mask the changes from one LoD to another so that there was no texture popping or other artifacts in the game (techniques like superimposing one lod on top of the other and fading the texture so that transition is smooth, or gradually over-writing the old LoD pixel by pixel until the transition is done).
Considering that Elite deals with huge distances, and has the realistic need to provide a lot of different LoDs for objects like planets or vast stations, is there any information regarding the technique they are going to use for that? If I remember correctly, there is nothing implemented for that currently in PB2.02 (so there is a LOT of texture popping happening in the game).
Any help would be vastly appreciated, cheers..C:
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