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QUESTION Lods Level Of Detail Optimization

Klio

Member
Hello community.
- I have a rather interesting little question that I would like to share.
- I currently have a project with 100,000 trees, I lost around 10 to 15fps.
- The map is quite well optimized so it doesn't bother me but I discovered something.
- When you configure the LOD with ext.ini the trees are always present regardless of the distance.
- There are approximately 2,400,000 Polygons for 100,000 trees and I worked in 4 parts for the map, one part with group then another so the lod should work.
- I think it doesn't work at all on trees in general but I'm not 100 sure.
- My question is how to put LOD (Quickly) on the trees.
- And I have a second one which concerns the lods for all the map, after some research I saw a (plugin) which allowed the vehicle creator to generate lods automatically, and is it possible to do the same system for a map
 

Klio

Member
- I have to look a little further...
- In my case I apply:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
LOD_IN = 0
LOD_OUT = 300
MESHES = ?
Which in my case gives me an aspect of object removal, if I am more than 300 meters away the object withdraws, and appears at 300 meters.
- And I noticed that for some in the discussions the LODS must reduce the number of poly, but for me it simply deletes the objects it does not reduce the number, however the trees are not deleted.
 

Johnr777

Moderator
Hello community.
- I have a rather interesting little question that I would like to share.
- I currently have a project with 100,000 trees, I lost around 10 to 15fps.
- The map is quite well optimized so it doesn't bother me but I discovered something.
- When you configure the LOD with ext.ini the trees are always present regardless of the distance.
- There are approximately 2,400,000 Polygons for 100,000 trees and I worked in 4 parts for the map, one part with group then another so the lod should work.
- I think it doesn't work at all on trees in general but I'm not 100 sure.
- My question is how to put LOD (Quickly) on the trees.
- And I have a second one which concerns the lods for all the map, after some research I saw a (plugin) which allowed the vehicle creator to generate lods automatically, and is it possible to do the same system for a map
LODs work fine with trees, but how did you set them up to begin with? Kstreegroup naming?
 

Johnr777

Moderator
- I have to look a little further...
- In my case I apply:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
LOD_IN = 0
LOD_OUT = 300
MESHES = ?
Which in my case gives me an aspect of object removal, if I am more than 300 meters away the object withdraws, and appears at 300 meters.
- And I noticed that for some in the discussions the LODS must reduce the number of poly, but for me it simply deletes the objects it does not reduce the number, however the trees are not deleted.
If you want LODs to reduce polygons, you need to create the lower detail objects yourself, it’s not automatic
 

Klio

Member
Yes I used KSTree... but they are still present.
If I understood correctly this is happening in my case on blender.
I have to take each object and rename it like 1roaf for example?
 

Johnr777

Moderator
Yes I used KSTree... but they are still present.
If I understood correctly this is happening in my case on blender.
I have to take each object and rename it like 1roaf for example?
Kstree is a shader, kstreegroup is a naming convention used to group tree objects.

Best you show some screenshots of your project in blender
 

Klio

Member
Yes the trees don't worry they are correctly configured.
I haven't done any lodging on a blender, I'm just wondering how to proceed.
 

Johnr777

Moderator
Create 2 objects… example

house_hiLOD
house_loLOD

then set LODs for each object like this (again, just an example):
house_hiLOD
LOD_IN = 0
LOD_OUT = 150

house_loLOD
LOD_IN = 150
LOD_OUT = 400
 

Klio

Member
I imagine that they configured it on the ext.ini?
And does it have to be done on each object?
 

Klio

Member
For an object on blender this would be example:

- 1Road
- 1Road_hiLOD
- 1Road-loLOD

- Or only:

- 1Road_hiLOD
- 1Road-loLOD

- If we export (kseditor) the first example we will obtain 1 or 3 objects
- If we export (kseditor) the second example we will obtain 1 or 2 objects

Because in my current project I already have 1,300 objects because I have to divide each object by 10,000 poly and I have 9,000,000 so multiplying the number of objects by two or three I don't know if that will improve the performance.
 

Johnr777

Moderator
For an object on blender this would be example:

- 1Road
- 1Road_hiLOD
- 1Road-loLOD

- Or only:

- 1Road_hiLOD
- 1Road-loLOD

- If we export (kseditor) the first example we will obtain 1 or 3 objects
- If we export (kseditor) the second example we will obtain 1 or 2 objects

Because in my current project I already have 1,300 objects because I have to divide each object by 10,000 poly and I have 9,000,000 so multiplying the number of objects by two or three I don't know if that will improve the performance.
I suggest you read up the tutorial threads around here. You don’t LOD meshes that start with a number, since they are physical…

And you can have objects with way more than 10000 triangles
 

Klio

Member
- I understand, the lods do not work on any 1wall 1road 1kerb...

- Only on objects without physics ok thank you.

This actually makes a lot fewer objects to create, so I have to keep a basic object then add the hilod and Lolod or do I only put the hilod and Lolod by removing my old object?

For the 10,000 poly unfortunately I have to I created a post also on this subject below this one which explains the situation you may have a resolution of the problem but honestly it would surprise me or how to avoid getting this problem .
 

LanD

Member
hi I'm used to making different models decimated between each lod but I don't know how to activate it or make the appearance or disappearance of the models work depending on the distance you can explain to me the way to follow I already have three model
 

Attachments

LanD

Member
thk u so much i find this thing in ks during the day but im not sur if its worked thk u for confort me in this way
but I was still missing the addition of these lines in the models.ini, is it really in the model.ini that you entered the lines in the second photo?
 

fughettaboutit

aka leBluem
...
but I was still missing the addition of these lines in the models.ini, is it really in the model.ini that you entered the lines in the second photo?
No, not in models.ini!

In ksEditor - when you use "Save persistence"
upload_2024-9-26_10-30-31.png

then there will be a "...fbx.ini" right next to your "part1.fbx"

part1.fbx
part1.fbx.ini

Its a text file, you can edit that
...then next time you load your "part1.fbx" in ksEditor it will load your changes...
 

LanD

Member
oh ok thk u and i can make how much lod max for example i can do 3 models named LODA B C exported in one fbx files and configure they 3 lod in ks ? maybe one thing like that : LODA IN = 0 ,OUT = 80 ,LODB IN=79.9 ,OUT=150, LODC IN= 149.9 OUT= 4500
 

Johnr777

Moderator
You can use multiple LODS, sure.

Not sure if using 79.9 for example will work... but you can make them both 80 and it shouldnt flicker when switching
 
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