Sometimes I’m flying around terrain or points of interest such as the Rock of Gibraltar but the object detail is bad until I approach very close to the object. The same thing happens with objects at airports such as taxiway signs, other planes on the ground, baggage carts, etc.
Some other games use an object fade-in approach to reduce the “popping” at different LOD levels. Please implement something like that to improve graphics quality and realism. Thanks!
I remember Crimson Skies had something like this in place in the early 2000s which was kinda impressive - objects were faded in for like 5 seconds which made the immersion way better than just popping them in and this would especially great to see on terrain and PG over here
Anyway I guess in these cases it would be too resource intense but I’d also just go with airport objects as OP stated.
Adding a fade transition to objects would add load to CPU and GPU and likely create stutters as animations are really hungry.
It would be far better to sort the loading of objects performance out so that we don’t have popping.
I don’t know the code but Multithreaded Asset Loading should fix this - it does require a lot of work and would be best done when transitioning over to DX12.
The terrain popping can be very distracting, especially with photogrammetry.
I propose to add a fade-in (opacity factor 0->1) to new PG LoDs being loaded so the change from the previous LoD is not so jarring. This should also be applied to the trees being loaded.
That may look better form a visual perspective, but I isn’t think it would do a thing to improve performance, which a goal of having different LODs. It would require both LOD levels to transition between to be loaded at the same time. That may even be slower than if it had one or the other.
SU 10 was the best fase for the LOD pop in. it was so incredible till the SU 11. then so it began to fall and broke the immersion. hope this back to that good time.
I voted for the fade transition, but another option would be to allow users to control the distance at which the final (highest detail) terrain LOD is loaded. If the final LOD is loaded at a greater distance, then the popping would be less obvious, but it would also put a higher load on the system. Let the user choose based on personal taste and performance capability.
Have you checked with grass with this
The closer you get to the ground thn gradually graas flows in, im not sure if you mean it like
this, but that looks nice and specially if it would be for more objects