
Measuring what actually costs frame time
A month of planned work was aimed at reducing triangles. Fifty five captures with real graphics card timers said the frame was going somewhere else.
Tag
Development posts tagged lod. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.
4 posts

A month of planned work was aimed at reducing triangles. Fifty five captures with real graphics card timers said the frame was going somewhere else.

Every level of detail is a real mesh now. Switch points come from how many pixels a thing covers, and a zoomed-out jungle went from 113M triangles a frame to 7M.

A one versus one made players wait on 308 MB before anything started. Most of each unit's animation file was a model and a texture nothing ever drew.

An outline drawn in screen pixels over geometry that keeps changing under it. Two named failure modes, a doubled hull on every building, and a lab for it.