Models Disappear too Early Even With Proper LODs

Version: 1.6.34.0

Frequency: Consistently

Severity: High

Bug description: Custom models disappear too quickly even when LODed properly. Depending on their size, they seem do it at a random point below a screensize of 1%, even though the last LOD is below the 1000 vert limit.

Now it seems no much of an issue for most objects since below 1% screensize a single object disappearing wouldn’t be noticeable. But when a lot of these objects are clustered and all of them disappear it becomes really obvious. The best example for this are cars or apron GSE. In this video I have made a few clusters of GSE to better show what I mean. Even when fairly close to the apron everything just disappears. (Again, like mentioned, they are all properly lodded and the last LOD has 400 verts - well below the 1k limit)

The problem really is that, especially for GSE, the threshold of it despawning is so high that LOD popping is extremely obvious in normal flying conditions too. Look at this video for example where I simulate moving along the runway. The models clearly pop on the apron which looks extremely poor.

For cars it is even worse when whole carparks are filled and they just all disappear in plain sight.

I have worked around this by using the old cube trick that was often used to cheat the LOD system. I am not doing it to cheat the system in this case because as you can see I have properly LODed them without the cube anyways, but making the object bigger is the only way to make them not disappear.

The problem just is that this completely defeats the purpose of LODing it to begin with when even if we follow the LOD rules they still disappear regardless.

Please change the threshold to make properly LODed objects not disappear so quickly. I suggest a Screensize of 0.3% or less. But then again I don’t see a reason why they should disappear at all if LODed properly.

Repro steps: Make a small object and cluster it. Then move the camera back until it hits a SS of 1% and see when it disappears.

I’ve noticed this too, objects disappears far too early even with proper LODs and following the guides for vertex count and screensize. It’s quite obvious when this happens, and it looks for the user that proper development wasn’t done when it actually was.

I also noticed that even when an object disappears the LOD debug info still shows, given an insight that the object should stay visible for at least as long as the debug info shows.

Exactly! That’s also what baffles me. The object is obviously still loaded otherwise the debug wouldn’t show. So why is the model itself disappearing. Makes very little sense to me!

I am not sure where i got that info or if it is correct… but i thought the last LOD can not have more than 150 vertices.

I try to follow that and mostly they disapear only when very far away. On bigger objects still anoying but for small objects it works that way for me

That info is no longer correct. It was adjusted a few months ago after a lengthy discussion here: Bounding Sphere Issue / LODs / Screen Size and the implementation of the new LOD curve. The 150 limit was raised to 1000 below a SS of 1%, which is why the LOD debug stays green in the examples above even after the models itself disappear.

When they de-spawn due too the last LOD having too many verts, the debug turns red first and as soon as the threshold is hit the object AND the debug disappears.

This is different here though. They are not de-spawning due to vert limits as explained and shown above. The debug is still thre even though the object is not. And it all remains green because everything is within the “new” vert limits.

That is very good to know. Thanks for that info. Then i am fully with you on that issue. They disapear way too early

1 Like