The Legend of Zelda: Breath of the Wild (2017) uses LOD's to display the vast kingdom of Hyrule that loads in detail the closer the player gets.
Whilst I am certainly not creating anything near the scale of Hyrule, I acknowledge the importance of using Levels of Detail to boost a game's performance. I have several high poly assets that I want to reduce in size and decided to practice using LOD's on one of them. I selected my model of a Corinthian capital because it has about 10k triangles, making it a good specimen to experiment with.
My Corinthian capital model at about 10k tri's.
I had two options for creating LOD's for this model. I could either use 3DS Max and manually create lower resolution versions of the model, or I could use the in-built LOD feature within Unreal Engine. I chose to use Unreal Engine as I was able to provide a better representation of the technique in action, which you can see in the animation below:
Here you can see the result of applying different LOD's. Ideally they would be applied the further away from the camera they are, but to better illustrate my results I have manually toggled them on. Notice how drastically the triangle count drops in the top left of the screen per LOD.
I intend to apply LOD's to some of the higher density assets that I have in my scene. I think anything above 5K triangles that will be repeated en masse should have at least one LOD. As I am creating a smaller scale environment I can get away with not using LOD's on a lot of geometry. That being said, I intend to use LOD's to straight up halve the amount of triangles on some assets as the effect is almost unnoticeable from a distance. For the Corinthian capital I will limit the asset to two LOD's as the geometry starts to look very jagged from LOD 2 onwards.
Using LOD's in my environment is important to show that it is fit for purpose as a fully functional game environment within Unreal Engine.
NINTENDO. (2017) The Legend of Zelda: Breath of the Wild. [CARTRIDGE] Nintendo Switch. Kyoto: Nintendo
UNREAL ENGINE. (2018) Creating and Using LODs. [Online] Available from: https://docs.unrealengine.com/en-us/Engine/Content/Types/StaticMeshes/HowTo/LODs [Accessed: 9th July 2018]
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