StOneDOes Posted February 10 Share Posted February 10 I've found a couple of camera zoom issues. (AMD GPU) 1) After unzooming, I have some kind of shadow artifact that looks like it could be the back of one of the cascades. 2) After just having some fun with the new mesh reducer LOD tool, it appears that LOD distances are not respected while camera zoomed. Visible in video, many models have LOD variations, but just focus on the hedges. After taking the video, I thought that maybe I'm not zoomed enough or maybe still not close enough. Might need to double check this one. See video: Quote Link to comment Share on other sites More sharing options...
Josh Posted February 10 Share Posted February 10 You know what I could do to prevent this is always re-render all shadow cascades if the camera zoom value has changed... 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
StOneDOes Posted February 11 Author Share Posted February 11 Sounds good. Do you have any ideas about the model LOD level when zoomed? Am I still just not close enough? Quote Link to comment Share on other sites More sharing options...
Josh Posted February 11 Share Posted February 11 I don't understand your question about model LODs. LOD changes are based on distance to the camera. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
StOneDOes Posted February 12 Author Share Posted February 12 Sure, but I'm suggesting that perhaps camera zoom should be taken into account? If I'm 100 units away from an object, and my camera zoom is x2, I am hypothetically viewing from 50 units away? If this object has an LOD distance of 60 units, shouldn't the object appear in full detail? Because imagine if I then have a scope that is something like x16 zoom - its not going to look great is it? I can't actually recall if this is done in other games engines, I really just thought about this now. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted February 12 Share Posted February 12 I think a camera LOD distance multiplier would solve both this issue, and allow a scalable quality setting, in one step. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
StOneDOes Posted February 13 Author Share Posted February 13 Just to be clear, are both of these items things that need to be done in the engine? Quote Link to comment Share on other sites More sharing options...
Josh Posted February 13 Share Posted February 13 9 hours ago, StOneDOes said: Just to be clear, are both of these items things that need to be done in the engine? Yes. I just need to add one command. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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