Simplygon and LOD Scaling
Unlike Euclideon and their rather dubious “virtual atom” claims, most of the (normal) industry models objects with flat triangles. The obvious problem here is that as your level of detail and/or scene complexity increase, the number of triangles onscreen increases, and performance tanks. LOD (level of detail) scaling solutions like Simplygon solve this problem by allowing developers to make multiple LODs for a given object, with a different amount of detail based on its distance and visibility. That way, far-off objects can be rendered simply, and swapped out for higher quality LODs the closer you get to them. Aggressive LOD scaling has been one of the ways developers get multi-plats up and running on the Xbox One and PS4. Dynamic LOD scaling implementations that minimize “popup” would be an interesting future development.
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