LODs
Hello again
I've been sick these last few days, so I haven't been as active as I normally am.
Given my condition, I decided to work on optimizing the game (since it's easier and doesn't require as much brainpower).
While reviewing the overall performance, I realized that many of the models don't use LODs!
For those of you who don't know, LOD stands for Level of Detail. For each model you see in the game, there may be several versions depending on the number of polygons. You may wonder why. Well, the quality level of the models is adjusted to their size on the screen. Let's take Noemi as an example.
As you can see, she has quite a lot of detail. This would be LOD 0.
Let's zoom out the camera.
Can you see any detail from this distance? If so, congratulations, but just in case, see a doctor. The rest of us humans can't see almost anything. Well, what all game engines do is adjust the quality level of the meshes according to distance to save resources.
This is the maximum LOD (4) that Noemi will have. Unpleasant, right? It looks like something out of an old cursed video game. You'll never see it like this in the game because the distance won't allow it.
LODs in Unreal Engine can be generated automatically, but you need to configure it yourself for each mesh.
Another small step to improve performance and make the game accessible to more people, without sacrificing graphics power.
More news coming soon, thank you as always!
