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Chapter 6: Creating LODs

CHAPTER 6

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Creating LODs

The first question to answer is what is a LOD in a video game?

This is an acronym for Level of Detail.

If you have played a game recently, you will have seen LODs in action. When you see models “popping” as you get closer to them, this is the game engine swapping between LOD versions from the lowest to highest detailed version of the mesh. A good LOD is not noticeable.

LODs are a required optimization to ensure that a game’s framerate stays optimal when drawing large expansive scenes full of objects. The principle is simple. Objects further away from the player will render at a lower LOD level meaning less geometry is drawn. Objects closer to the player will be the detailed versions as originally built.

This is probably considered one of the most boring areas of creating art assets for a game and as such is rarely covered. This task is probably what you will end up doing the most when you enter the industry as nearly every asset needs LODs. I feel dedicating this short chapter to the subject is a must.


  

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