Model optimization

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Optimized Rocket Launcher w_model
Now that there was a fine piece 'a work.
The Engineer on model optimization

In discussions about model optimization, Level of Detail, or LOD, is often brought up. This article shows the effect of LOD on the polygon count in models. The charts show which models have received optimization updates in the form of LOD and which models are still unoptimized.

Background

LOD

Main article: LOD

To reduce the number of polygons that need to be rendered in a scene, the Source Engine will render alternate lower-quality models as the distance between the model and camera increase. LOD models are not created dynamically by the engine; instead, all of the levels of lower-quality models must be included in the game files for LOD to be enabled.

c_models

Chart scale
0-8,700
Key
  Unoptimized
  Optimized

Notes

Medi Gun and c_models
The Medi Gun equipped on its own uses w_models and v_models. When the Kritzkrieg attachment model is applied, a c_model variation of the Medi Gun is used.
Unused c_model content
Bat, Bonesaw, Fireaxe, Medi Gun (variant without Kritzkrieg attachment), Revolver, Scattergun, Stickybomb Launcher, Syringe Gun, Watch, Wrench (Strange variant)

w_models

Chart scale
0-5,000
Key
  Unoptimized
  Optimized

Notes

Unused w_model content
Destroy Tool, Frontier Justice, Grenade Launcher, Scottish Resistance, SMG, Sapper, Wrangler. These items are currently being phased out.

Character models

Chart scale
0-10,000
Note: The lengths of the bars themselves are not to scale with the weapons chart. While the numbers at the end of the bars are comparable, the sizes are not.
Key
  Unoptimized
  Optimized


Hats and Miscellaneous items

Chart scale
0-5,000
Note: The chart scale is not the same as the previous lists! You can not compare the lengths of the bars in this table with bars in the other tables. You CAN compare the numbers though.
Key
  Unoptimized
  Optimized

Buildings

Chart scale
0-20000
Key
  Unoptimized
  Optimized


Update history

January 7, 2008 Patch
  • Graphics optimizations for mid and low end hardware.

January 25, 2008 Patch

  • Added more particle optimizations for mid range and low end hardware.

February 14, 2008 Patch

  • Optimized some particle systems to improve performance on some hardware configurations.
  • Made some small changes to the Demoman viewmodel that were causing performance problems.

April 29, 2008 Patch (Gold Rush Update)

  • Improved particle performance on multi-core machines.

January 19, 2011 Patch

February 3, 2011 Patch

March 10, 2011 Patch

October 13, 2011 Patch (Manniversary Update & Sale)

  • LOD models added to several older cosmetic items

December 15, 2011 Patch

February 23, 2012 Patch

April 18, 2012 Patch

June 3, 2013 Patch

  • Fixed a missing LOD on the Dispenser

See also

External links