Update the LoD distance factors
With the existing engine and tracks, when the framerate is rather GPU-limited, the performance cost of increasing LoD distance is minor. It becomes more significant at higher framerates when the CPU can be more of a limiting factor, but it also noticeably enhances the player experience by removing the distracting 'popping' when an object visibly changes shape or appears because of LoD. - Lowest is changed from 0.75 to 0.8 - Low is reduced to 0.8, just like Lowest. The difference is now only the display of optional geometry objects, but it's a big difference. - Medium is changed from 1.25 to 1.3 - High is changed from 1.3 to 1.8 - Very high is changed from 1.8 to 2.4 - Ultra is changed from 3.0 to 3.2
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@ -191,12 +191,12 @@ void LODNode::autoComputeLevel(float scale)
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// Amount of details based on user's input
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float agressivity = 1.0;
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if( UserConfigParams::m_geometry_level == 0) agressivity = 1.25;
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else if(UserConfigParams::m_geometry_level == 1) agressivity = 1.0;
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else if(UserConfigParams::m_geometry_level == 2) agressivity = 0.75;
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else if(UserConfigParams::m_geometry_level == 3) agressivity = 1.6;
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else if(UserConfigParams::m_geometry_level == 4) agressivity = 2.0;
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else if(UserConfigParams::m_geometry_level == 5) agressivity = 3.0;
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if( UserConfigParams::m_geometry_level == 0) agressivity = 1.3;
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else if(UserConfigParams::m_geometry_level == 1) agressivity = 0.8;
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else if(UserConfigParams::m_geometry_level == 2) agressivity = 0.8; // Also removes many objects
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else if(UserConfigParams::m_geometry_level == 3) agressivity = 1.8;
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else if(UserConfigParams::m_geometry_level == 4) agressivity = 2.4;
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else if(UserConfigParams::m_geometry_level == 5) agressivity = 3.2;
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// First we try to estimate how far away we need to draw
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// This first formula is equivalent to the one used up to STK 1.4
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