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Vulkan: LOD seems to be flawed, distance seems based on forward basis distance #54885
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Related to #58513. @chrisb123 Please upload a minimal reproduction project to make this easier to troubleshoot. |
Issues is obvious with less objects with significantly higher poly mesh count, but I can't upload a file that size. |
Sounds similar in nature to #52707. A similar fix could likely be applied. |
Possibly is similar in principal to the fog issue. |
The one difference between this and the fog issue is that fog should look spacially uniform, while LODs should generally be dependent on how much screen space they take up. The main purpose they serve is optimizing the situation when a mesh occupies so few pixels that you don't need to draw hundreds of triangles (and it may help reduce aliasing noise). If a mesh is close along the view basis Z axis, even if spacially far away, it could actually be best to use a higher quality LOD. I haven't tested, so I don't have a recommendation. |
But very far away to the side ie completely off screen, it should be the the same as very far away when directly ahead. |
As far as I know, doesn't Godot perform frustum culling? If so, I'm not sure if this should really be a problem as even if the LOD is higher when off to one side, the object wouldn't be rendered anyway if outside of the camera's frustum. |
Godot performs frustum culling, but some objects can have larger AABBs than expected. |
Godot version
4.0dev
System information
Win10
Issue description
The LOD system seems to be flawed, it increase LOD for objects perpendicular to the camera.
If an object is way ahead and way off to a side it uses a low LOD. As you get closer, its LOD increases to maximum even when it is still way of the a side. If you look directly at the same object its LOD goes to a low level
Steps to reproduce
Minimal reproduction project
LOD test2.zip
Bugsquad edit: moved MRP to the correct section
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