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#4354597 - 04/30/17 05:35 PM LOD popping  
Joined: Apr 2004
Posts: 2,426
Wodin Offline
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Wodin  Offline
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Joined: Apr 2004
Posts: 2,426
Liverpool
Really wish buildings (though trees aswell) in particular would fade in/out rather than instantly pop in or out of view. Thaty would put to bed my last issue when it comes to the games visuals. Everything else has been done that I wanted with UE edition and later patches.

Could this be modded?

Could a mod come out that even helps extend the LOD limit for when it comes in/out of vision.

#4354606 - 04/30/17 06:20 PM Re: LOD popping [Re: Wodin]  
Joined: May 2001
Posts: 1,827
Panama Red Offline
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Panama Red  Offline
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Joined: May 2001
Posts: 1,827
Irmo, SC, USA
I suspect it is controlled from inside the CFS3.exe, but it would be interesting is this could be modded too.


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#4354613 - 04/30/17 06:37 PM Re: LOD popping [Re: Wodin]  
Joined: Feb 2015
Posts: 152
4L0M Offline
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4L0M  Offline
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Joined: Feb 2015
Posts: 152
Weymouth, UK
You could open the tree texture files and building texture files and save them out as dds files without saving them with mipmaps. This may force the game to only render the highest available lod.

This approach has worked for me modding other games in the past. It will increase Vram, but if you have a newer graphics card, you should have stacks to spare anyway. (rough guesstimate I think I was using about 1.3gb Vram in Woff with everything maxed out on a 970 gtx).


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#4354626 - 04/30/17 08:53 PM Re: LOD popping [Re: Wodin]  
Joined: Mar 2006
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MajorMagee Offline
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MajorMagee  Offline
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Joined: Mar 2006
Posts: 2,454
Dayton, OH
Generally, the change in MipMap level is less bothersome than the popping into existence as objects move into the next level of detail ring.

BTW, AnKor's shaders include a MipMap routine that automatically generates them if they are missing from the dds file, so I'm not sure that trick would be effective in any event.


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#4354628 - 04/30/17 09:05 PM Re: LOD popping [Re: Wodin]  
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins Offline
BWOC Survivor!...So Far!!
Robert_Wiggins  Offline
BWOC Survivor!...So Far!!
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Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
Originally Posted by Wodin
Really wish buildings (though trees aswell) in particular would fade in/out rather than instantly pop in or out of view. Thaty would put to bed my last issue when it comes to the games visuals. Everything else has been done that I wanted with UE edition and later patches.

Could this be modded?

Could a mod come out that even helps extend the LOD limit for when it comes in/out of vision.


That would be fantastic Wodin! yep

I find it far more irritation when the clouds pop in and out. It is particularly bad with fog as found in the Optional Clouds mod V1.05.

Last edited by Robert_Wiggins; 04/30/17 09:07 PM.

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#4354630 - 04/30/17 09:15 PM Re: LOD popping [Re: Wodin]  
Joined: Feb 2011
Posts: 223
CrimsonTide Offline
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CrimsonTide  Offline
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Joined: Feb 2011
Posts: 223
If it could be done, it would improve the game immersion and realism. It is beautiful landscape Winder has created and I hate to see anything take away from that. Perhaps we should move this over to the wish list section? If they can fix it in Woff then they can also do it for the new WW2 sim.

#4354656 - 04/30/17 11:06 PM Re: LOD popping [Re: Wodin]  
Joined: Nov 2014
Posts: 3,696
Fullofit Offline
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Fullofit  Offline
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Joined: Nov 2014
Posts: 3,696
Ajax, ON
Don't want to hijack the thread, but since we're speaking of graphics, I've noticed that WOFF only uses around 3.5 GB of physical video memory and the rest in virtual. Is this a DirectX limitation? Would the framerate increase if WOFF could take advantage of all available VRAM and not swap in and out the virtual bit?


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From out of my arse take the camshaft,
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