I am getting really annoyed with the LOD System in UE4 at the moment. I am never able to change the LOD Screen Size to the values I want.
LOD 0 - LOD 1 is working everytime to my satisfaction but everything after that sometimes isn’t changeable.
I can see the current Screen Size and want to adjust the LOD Values according to what I see so I can assure the best Distance for switching the LOD Levels. But I am not able to get LOD 2 - LOD 3 working so that it looks good.
For example:
LOD 0 = 1.0;
LOD 1 = 0.1;
LOD 2 = 0.005;
LOD 3 = And this will snap to 0.0 and is not changeable although in the Editor Screen Size (0.000000) has a lot more values which should make it possible to make something like 0.001 but no thats not working.
(LOD3 is the billboard)
I am not sure why there was the transition from distance to now the Screen Size which makes life much harder if it is not working as it should.
And yes I have testet other Settings and so on but it is always ugly as hell and it just switches through the LOD’s way to quick or not at all because it puts them in -X.XXX region(or snap to 0.0).
What can I do to prevent it or is this a bug or something that will be addressed in the future. I thought this was a bug a while ago, but since it still hasn’t been changed I am not so sure anymore.
Also be aware that you’re question has only been posted for 19 hours at this point. You may want to give some more time for people to post their solutions or suggestions before asking why people are not posting on a question. It may be that they’ve not had a chance to see it or to take the time to give you a good response.
I’m not sure this is a bug or if the feature may need some enhancement, but I’ll put this on my list to look at and see if I can get you some feedback. Hopefully others who have some more experience with UE4’s LOD system can chime in in the meantime and give you some tips as well.
I am sorry for the last few days I worked very hard on that Problem and got impatient und wanted an answer as soon as possible to get that out of my way to focus on other aspects
Questions that are bumped continually for answers will sometimes get negative responses for being impatient. The frustrations happen and I can definitely relate in that respect. I’ll get you some feedback as soon as I can.
I have the same problem. I have 3 lods 1.0, 0.01 and the last is defaulting to 0.0 or a negative number. The only way it doesn’t is if I have the second lod at a higher screen size which looks absolutely horrible. Especially with no Screendoor fade…is that coming back btw?
I see in Nobody’s answer hub that this is not a bug but a design decision? Yikes. I hope this will be changed because my last lod on many many objects is effectively useless and performance will suffer greatly from this.
Have yet to fully test it but it seems to be a problem relating to a given size of an object. Large objects not a problem but getting down to smaller detail objects is twitchy.
I’m assuming this might have to do with LODs kicking in based more on screen resolution that it occupies than it does with distance as in it’s small enough that its going to LOD much sooner than you want or expect it to.
I’m just getting started wtih LODs but I am running into problems as well.
the first is that all the documentation talks about “screen size” values of 1 for the highest LOD but when I look at a mesh in the Mesh viewer I see values of up to 300 or so in the Screen size field depending on my distance. When I try to find a distance I like for a switch and then enter the value I see in the mesh editor into the LOD screen size widget for the level, it never switches like that in the game. Presumably because the screen size in game is different from the editor window.
personally I dont understand why there has to be such a complicated system. A simple distance from the camera would be much easier to understand
Would have to agree with the topic starter. Using screen size is kind of a pain to use. Distance makes so much more sense and is far more predictable. Would be nice to at least have an option to use either of the methods.
Also, since we’re talking LODs here, would like to mention that using MAX’s Level of Detail utility is not taking into account one situation - when your lods have the same tri count, just different materials. Would be lovely if we could export lods same way as collision - name them something like xxxxx_Lod1, xxxx_Lod2 and link them to the Lod 0 mesh.
Yes, I am new and had to learn the hard way that LODs have to use the same material lineup as LOD 0, cost me a while to figure that out because I didn’t find it in a documentation. Would be nice if each LOD had it’s own material set and wouldn’t depend on LOD 0
I am having HUGE problems with the screensize. The measurements 't even make sense! The screensize of an object depends on the size of the window, regardless of the distance from the camera! It’s a HUGE pain to use. An option to use distance from the camera would be much better
Want to bring this up again. The screen size thing is rubbish, because there’s no way to work out the screen size or even print that value out during the actual game. The editor viewports always report the incorrect size.
On Android, the LODs 't work at all because the screen sizes 't match up.
Ideally it should be a switchable option, distance and screen size both make sense in certain situations. You normally you wouldn’t want something switching LODs at the same distance on a 720p and 1440p monitor, but for mobile you probably would.