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Does this game employ LOD?


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Just occured to me, this game doesn't employ LOD does it?

Other games I've made models for, you have to make additional lower polycount models which get substituted at greater distances from the camera where you can't see the details anyway. This reduces the load since there are fewer vetices to calculate.

My expeeince is limited. So Im wondering, does KSP not use them, or does the Unity engine somehow decimate the model itself?

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LOD techniques are needed when you start having too much stuff being rendered, and this becomes a bottleneck for the GPU. In KSP, as far as parts are concerned, you're pretty much guaranteed to hit a CPU bottleneck far before even a quite low end GPU will be breaking a sweat. So no, KSP doesn't implement a LOD system for parts, and it doesn't need to...

It does however implement a relatively complex LOD system for rendering (and generating) the celestial bodies terrain, the PQS system.

Edited by Gotmachine
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