Difference between revisions of "Model optimization"

From Team Fortress Wiki
Jump to: navigation, search
m
m
Line 14: Line 14:
 
:<span style="background:#93aecf; padding:0em 2em;">&nbsp;</span> Unoptimized  
 
:<span style="background:#93aecf; padding:0em 2em;">&nbsp;</span> Unoptimized  
 
:<span style="background:#F3A957; padding:0em 2em;">&nbsp;</span> Optimized
 
:<span style="background:#F3A957; padding:0em 2em;">&nbsp;</span> Optimized
{{LODTable/weapons}}
+
{{LODTable/weapons|max=8381}}
  
 
== Cosmetics ==
 
== Cosmetics ==
Line 20: Line 20:
 
:<span style="background:#93aecf; padding:0em 2em;">&nbsp;</span> Unoptimized  
 
:<span style="background:#93aecf; padding:0em 2em;">&nbsp;</span> Unoptimized  
 
:<span style="background:#F3A957; padding:0em 2em;">&nbsp;</span> Optimized
 
:<span style="background:#F3A957; padding:0em 2em;">&nbsp;</span> Optimized
{{LODTable/cosmetics}}
+
{{LODTable/cosmetics|max=4889}}
  
 
== Character models ==
 
== Character models ==

Revision as of 10:28, 16 February 2015

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.

Weapons

Key
  Unoptimized
  Optimized

Template:LODTable/weapons

Cosmetics

Key
  Unoptimized
  Optimized

Template:LODTable/cosmetics

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.

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

July 8, 2014 Patch

December 12, 2014 Patch

See also

External links