Space Engineers

Space Engineers

Level Of Detail System Improvements
37 kommentarer
Nikolas March  [skapare] 22 feb @ 3:26 
it should, im not aware of any changes that would affect this
ZEN_2255 19 feb @ 12:46 
does this mod have any effect on anything right now?
Nikolas March  [skapare] 14 dec, 2019 @ 0:40 
no, unfortunately not
Di-Ferr 13 dec, 2019 @ 19:54 
does this improve planet LOD from space?
Nikolas March  [skapare] 18 jul, 2019 @ 14:23 
ah cool :)
Marnok 18 jul, 2019 @ 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  [skapare] 18 jul, 2019 @ 2:50 
not 100% sure what you mean
Marnok 18 jul, 2019 @ 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  [skapare] 22 feb, 2019 @ 8:09 
unfortunately no :(
dRuPpI 22 feb, 2019 @ 2:31 
does this also fix the problem that you can see underground caves on planets from far out / orbit?
Nikolas March  [skapare] 23 dec, 2018 @ 6:23 
yeah, the modifier definitions entries dont exist for anyone to alter them :(
☆Basil☆ 23 dec, 2018 @ 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  [skapare] 5 sep, 2018 @ 13:12 
improves visuals, with a small performance loss, which would be mostly noticeable on low-end systems/graphics cards
FPC 5 sep, 2018 @ 11:11 
Does this improve or decreaee performance? Obviously its better visually. Thanks!!
Nikolas March  [skapare] 2 jun, 2018 @ 10:16 
i donmt do changelogs, read description and 'Update:' :)
Byzod 1 jun, 2018 @ 22:19 
Changelog?
Azirahael 1 jun, 2018 @ 20:05 
wow. Bit of an oversight on their part.
Nikolas March  [skapare] 1 jun, 2018 @ 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 @ 16:20 
i think lining them up properly is the major issue.
Nikolas March  [skapare] 1 jun, 2018 @ 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 @ 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  [skapare] 17 maj, 2018 @ 12:53 
there are no definition file modifiers for voxel level of detail at the moment :(
dRuPpI 17 maj, 2018 @ 10:44 
any progress for the planet use?
Zeinder 25 feb, 2018 @ 2:00 
Hopefully you can fix those without killing FPS near planetary bodies.
Nikolas March  [skapare] 25 feb, 2018 @ 1:01 
the voxel detail settings dont follow the same rules, i am already looking into though :)
Zeinder 25 feb, 2018 @ 0:22 
Nevermind, apparently that's just an issue for some reason? SE Please.
Zeinder 24 feb, 2018 @ 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 feb, 2018 @ 23:24 
Wow. That's a hell of a difference.
Nikolas March  [skapare] 11 feb, 2018 @ 16:59 
you're welcome :)
DeAnti 11 feb, 2018 @ 16:37 
thank you
Nikolas March  [skapare] 10 feb, 2018 @ 7:52 
same... :|
Byzod 10 feb, 2018 @ 0:04 
"Blinking" parts always annoyed me
I don't understand why this isn't vanilla
d_valroth 9 feb, 2018 @ 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  [skapare] 9 feb, 2018 @ 12:33 
honestly not sure about lighting, but i doubt it
dRuPpI 9 feb, 2018 @ 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  [skapare] 9 feb, 2018 @ 11:52 
it will help in those situations, by changing the distance at which you see those 'failings' :)
Darian Stephens 9 feb, 2018 @ 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...