Difference between revisions of "Model optimization"

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{{update}}
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{{update|content haven't been updated since 2016}}
 
[[File:Lod rocketlauncher wire.jpg|260px|thumb|Optimized Rocket Launcher w_model]]
 
[[File:Lod rocketlauncher wire.jpg|260px|thumb|Optimized Rocket Launcher w_model]]
  
{{Quotation|'''The Engineer''' on model optimization|Now that there was a fine piece 'a work.|sound=Engineer_cheers05.wav}}
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{{Quotation|'''The Engineer''' on model optimization|Now that there was a fine piece 'a work.|sound=Engineer cheers05.wav}}
In discussions about '''model optimization''', [[LOD|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.
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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 ==
 
== Background ==
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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.
 
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 ==
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{{LODTable}}
; Chart scale
 
: 0-8,700
 
 
 
; Key
 
: <span style="background:#93aecf; padding:0em 2em;">&nbsp;</span> Unoptimized
 
: <span style="background:#F3A957; padding:0em 2em;">&nbsp;</span> Optimized
 
 
 
{{LODcmodelTable}}
 
 
 
=== 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
 
: <span style="background:#93aecf; padding:0em 2em;">&nbsp;</span> Unoptimized
 
: <span style="background:#F3A957; padding:0em 2em;">&nbsp;</span> Optimized
 
 
 
{{LODwmodelTable}}
 
 
 
==== Notes ====
 
; Unused w_model content
 
: [[PDA|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
 
: <span style="background:#93aecf; padding:0em 2em;">&nbsp;</span> Unoptimized
 
: <span style="background:#F3A957; padding:0em 2em;">&nbsp;</span> Optimized
 
 
 
 
 
{{LODcharactermodelTable}}
 
 
 
== Cosmetics 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
 
: <span style="background:#93aecf; padding:0em 2em;">&nbsp;</span> Unoptimized
 
: <span style="background:#F3A957; padding:0em 2em;">&nbsp;</span> Optimized
 
 
 
{{LODcosmeticsmodelTable}}
 
 
 
== Buildings ==
 
 
 
; Chart scale
 
:0-20000
 
 
 
; Key
 
: <span style="background:#93aecf; padding:0em 2em;">&nbsp;</span> Unoptimized
 
: <span style="background:#F3A957; padding:0em 2em;">&nbsp;</span> Optimized
 
 
 
 
 
{{LODbuildingsmodelTable}}
 
  
 
== Update history ==
 
== Update history ==
{{Update history | '''{{Patch name|1|7|2008}}'''
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{{Update history|
 +
'''{{Patch name|1|7|2008}}'''
 
* Graphics optimizations for mid and low end hardware.
 
* Graphics optimizations for mid and low end hardware.
  
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'''{{Patch name|2|3|2011}}'''
 
'''{{Patch name|2|3|2011}}'''
* Updated several more models with optimizations and new LODs.
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* Updated several more models with optimizations and new [[Level of detail|LODs]].
 
** Added LODs to the [[Buff Banner]] (''flag''), [[Eyelander]], [[Flamethrower]], [[Flare Gun]], [[Brass Beast]], [[Equalizer]], and [[Scottish Resistance]].
 
** Added LODs to the [[Buff Banner]] (''flag''), [[Eyelander]], [[Flamethrower]], [[Flare Gun]], [[Brass Beast]], [[Equalizer]], and [[Scottish Resistance]].
* {{undocumented}} view and worldmodel versions of the [[Flamethrower]] were removed from the game files and replaced with a newer c_model variant.
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* {{Undocumented}} View and worldmodel versions of the [[Flame Thrower]] were removed from the game files and replaced with a newer c_model variant.
  
 
'''{{Patch name|3|10|2011}}'''
 
'''{{Patch name|3|10|2011}}'''
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'''{{Patch name|12|15|2011}}'''
 
'''{{Patch name|12|15|2011}}'''
* {{Undocumented}} Added [[LOD]]s to the [[Machina]].
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* {{Undocumented}} Added LODs to the [[Machina]].
  
 
'''{{Patch name|2|23|2012}}'''
 
'''{{Patch name|2|23|2012}}'''
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'''{{Patch name|6|3|2013}}'''
 
'''{{Patch name|6|3|2013}}'''
* Fixed a missing LOD on the Dispenser
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* Fixed a missing LOD on the Dispenser.
  
 
'''{{Patch name|7|8|2014}}'''
 
'''{{Patch name|7|8|2014}}'''
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'''{{Patch name|12|12|2014}}'''
 
'''{{Patch name|12|12|2014}}'''
* Fixed The [[Swagman's Swatter]] not being held by the [[Sniper]] for lower LOD settings during the [[Sniper_taunts#Melee|melee taunt]]
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* Fixed The [[Swagman's Swatter]] not being held by the [[Sniper]] for lower LOD settings during the [[Sniper taunts#Melee|melee taunt]].
 +
 
 +
'''{{Patch name|8|18|2015}} #1'''
 +
* Updated LODs for several weapons and the [[Sentry Gun]]  
  
 +
'''{{Patch name|8|18|2015|no-link=yes}} #2'''
 +
* Updated LODs for the [[Revolver]].
 
}}
 
}}
  

Latest revision as of 15:16, 27 January 2023

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

Cosmetics

Key Unoptimized Optimized

Scout

Soldier

Pyro

Demoman

Heavy

Engineer

Medic

Sniper

Spy

Multi-class

All classes

Buildings

Key Unoptimized Optimized
Class Item Highest quality LOD (polycount) Lowest quality LOD (polycount) Efficiency
Leaderboard class engineer.png Engineer Dispenser (Level 1)
 7,086 
 1,598 
77.45%
Dispenser (Level 2)
 14,294 
N/A N/A
Dispenser (Level 3)
 15,462 
N/A N/A
Sentry Gun (Level 1)
 4,030 
 640 
84.12%
Sentry Gun (Level 2)
 10,167 
 2,329 
77.09%
Sentry Gun (Level 3)
 11,312 
 2,955 
73.88%
Teleporters
 4,456 
 1,790 
59.83%

Classes

Key Unoptimized Optimized
Class Highest quality LOD (polycount) Lowest quality LOD (polycount) Efficiency
Scout
 5,524 
 593 
89.27%
Soldier
 6,408 
 502 
92.17%
Pyro
 2,406 
 294 
87.78%
Demoman
 6,518 
 466 
92.85%
Heavy
 4,728 
 522 
88.96%
Engineer
 6,754 
 721 
89.32%
Medic
 6,658 
 635 
90.46%
Sniper
 6,092 
 519 
91.48%
Spy
 5,360 
 565 
89.46%

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

  • [Undocumented] Added LODs to the Machina.

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

August 18, 2015 Patch #1

  • Updated LODs for several weapons and the Sentry Gun

August 18, 2015 Patch #2

See also

External links