Space Engineers

Space Engineers

Level Of Detail System Improvements
38 comentário(s)
HyratelWyvern 20 de set. às 15:10 
marnok's problem is because draw distance is a tangent plane, not a sphere, so actual draw is farther at periphery. this is extremely common in games
Nikolas March  [autor(a)] 22 de fev. às 3:26 
it should, im not aware of any changes that would affect this
ZEN_2255 19 de fev. às 12:46 
does this mod have any effect on anything right now?
Nikolas March  [autor(a)] 14/dez./2019 às 0:40 
no, unfortunately not
Di-Ferr 13/dez./2019 às 19:54 
does this improve planet LOD from space?
Nikolas March  [autor(a)] 18/jul./2019 às 14:23 
ah cool :)
Marnok 18/jul./2019 às 4:17 
ok I got around this with sync distance extended, but what I had on default settings, when the distant object was under the crosshairs it would vanish. When the distant object was closer to screen edge, it faded in to view. If I turned my 'head' to look right at it, it faded out again.
As I say, sync distance means I don't see this now.
Nikolas March  [autor(a)] 18/jul./2019 às 2:50 
not 100% sure what you mean
Marnok 18/jul./2019 às 2:34 
This is great, one thing I noticed, if I am looking at a distant (3km +) NPC ship in the sky, I can see the model when I look to the side of it, so it is on the side of the screen; it fades out when I look right at it. Without this mod the ship won;t draw at all. Anyone know why this is?
Nikolas March  [autor(a)] 22/fev./2019 às 8:09 
unfortunately no :(
dRuPpI 22/fev./2019 às 2:31 
does this also fix the problem that you can see underground caves on planets from far out / orbit?
Nikolas March  [autor(a)] 23/dez./2018 às 6:23 
yeah, the modifier definitions entries dont exist for anyone to alter them :(
Basil 23/dez./2018 às 5:20 
this game just has a terrible LOD distance, if you look at the ground you can literally see it change when you jetpack 5m away
Nikolas March  [autor(a)] 5/set./2018 às 13:12 
improves visuals, with a small performance loss, which would be mostly noticeable on low-end systems/graphics cards
FPC 5/set./2018 às 11:11 
Does this improve or decreaee performance? Obviously its better visually. Thanks!!
Nikolas March  [autor(a)] 2/jun./2018 às 10:16 
i donmt do changelogs, read description and 'Update:' :)
Byzod 1/jun./2018 às 22:19 
Changelog?
Azirahael 1/jun./2018 às 20:05 
wow. Bit of an oversight on their part.
Nikolas March  [autor(a)] 1/jun./2018 às 19:45 
there is nothing to line them up with, its a scaling transition of the same texture, about 4-5 times usually, best im able to do is minimise the amount of times the texture 'scales' i got it to 3 times for each individual texture, but there is only so much i can do with 2 different textures for some voxels and 3 for others, we need more, like 5 textures (main, far1/2/3/4) half the voxels are using the same texture for main and far 1, or far1 and far 2, its silly, and ive managed to get rid of the obvious upclose texture scaling, thats the most important thing, the mod will be up when i can get hold of one or 2 more suitable textures.
Azirahael 1/jun./2018 às 16:20 
i think lining them up properly is the major issue.
Nikolas March  [autor(a)] 1/jun./2018 às 15:22 
ive been trying that, there arent enough variations of the textures to make them look better, ive stolen a few from ME
Azirahael 1/jun./2018 às 14:42 
The terrain textures def need work. When you approach a cliff, you will notice that each new LOD texture doesn't line up with the previous one, so the texture doesn't improve as you close, it changes completely.
Nikolas March  [autor(a)] 17/mai./2018 às 12:53 
there are no definition file modifiers for voxel level of detail at the moment :(
dRuPpI 17/mai./2018 às 10:44 
any progress for the planet use?
Zeinder 25/fev./2018 às 2:00 
Hopefully you can fix those without killing FPS near planetary bodies.
Nikolas March  [autor(a)] 25/fev./2018 às 1:01 
the voxel detail settings dont follow the same rules, i am already looking into though :)
Zeinder 25/fev./2018 às 0:22 
Nevermind, apparently that's just an issue for some reason? SE Please.
Zeinder 24/fev./2018 às 14:05 
I'm not sure about regular planets, but in Escape From Mars this makes the surface rocks for ores look like a tiny bump till you are nearly on top of them in a large block rover in third person.
Azirahael 15/fev./2018 às 23:24 
Wow. That's a hell of a difference.
Nikolas March  [autor(a)] 11/fev./2018 às 16:59 
you're welcome :)
DeAnti 11/fev./2018 às 16:37 
thank you
Nikolas March  [autor(a)] 10/fev./2018 às 7:52 
same... :|
Byzod 10/fev./2018 às 0:04 
"Blinking" parts always annoyed me
I don't understand why this isn't vanilla
d_valroth 9/fev./2018 às 20:21 
THANK YOU. I don't have a potato with an Intel HD, so the super conservative, no slider in the graphics options LOD settings really annoyed me.
Nikolas March  [autor(a)] 9/fev./2018 às 12:33 
honestly not sure about lighting, but i doubt it
dRuPpI 9/fev./2018 às 11:59 
does this alos fix the view distance of intirior lights? .... at the moment the turn off if you dont look straight on them and if you are not within a few meters
Nikolas March  [autor(a)] 9/fev./2018 às 11:52 
it will help in those situations, by changing the distance at which you see those 'failings' :)
Darian Stephens 9/fev./2018 às 11:39 
"No actual models have been altered"
Aww, and here I was hoping that you might have fixed some LOD annoyances, like solar panels only having emissives on one side of their lod, or small battery LODs missing their emissives entirely...