Uberlods documentation
- 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:
- Vegetation uberlods - used only for vegetation. Creation is somewhat automatic.
- Brushes Uberlods - can be used for everything else. Requires more work but is more flexible.
Console Variables
Variable Name | Default Value | Description |
---|---|---|
e_UberlodSystemMode | 0 |
|
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. |