- Vegetation Uberlods
- Brushes Uberlods
Uberlods are an optimization feature allowing us to switch multiple objects for one. This can potentially save thousands of drawcalls.
To create an uberlod these steps are required:
- Create uberlod object for all the desired objects in 3ds Max.
- Merge all uberlod nodes into one object (whole village, for example).
- Place a special uberlod object into the level, set it's uberlod mesh and area and properties.
There are two types of uberlods that are done a bit differently:
- - used only for vegetation. Creation is somewhat automatic.
- Brushes Uberlods - can be used for everything else. Requires more work but is more flexible.
|Variable Name||Default Value||Description|
|e_UberlodDistanceMargin||16 (meters)||Uberlod switching has hysteresis. This means that in order for an uberlod with switching distance X to switch to the near state, observer must be X - e_UberlodDistanceMargin meters away from the uberlod and for the uberlod to switch to the far state, the observer must be X + e_UberlodDistanceMargin meters away from the uberlod. This is to prevent the uberlods to keep switching between the state in case the player happens to keep crossing the switching distance (in a fight, for example).|
|e_UberlodMinUpdateDistance||16 (meters)||Minimal distance an observer has to move in order for the uberlods to start updating their state.|
|e_UberlodDistanceRatio||3||Multiplier for the actual uberlod switching distance. Needs to be set before level load in order to work correctly.|
|e_UberlodUpdateBudget||2000||Uberlod system update budget. Limits the amount of work uberlod system does per frame.|