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LOD is not working (also for particles) #8806

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Gibbz opened this Issue May 18, 2017 · 13 comments

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Gibbz commented May 18, 2017

bugsquadedit: issue was opened when the newest commit was: 787dad5


Operating system or device - Godot version:
arch + ubuntu

Issue description:
Make a particle system, add some lod. Test ingame and youll notice its always visible...

@nunodonato

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nunodonato commented May 18, 2017

LODs are not working for anything

@kubecz3k kubecz3k added this to the 3.0 milestone May 18, 2017

@kubecz3k kubecz3k changed the title [3.0] particle LOD not working LOD is not working (also for particles) May 18, 2017

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reduz commented Aug 7, 2017

sorry, will fix in 3.1 as the lod system is complex and we kinda ran out of time

@reduz reduz modified the milestones: 3.1, 3.0 Aug 7, 2017

@kubecz3k kubecz3k referenced this issue Aug 10, 2017

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[TRACKER] Particles issues #10239

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@supagu

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supagu commented Jun 26, 2018

Hey Guys,

Just wondering if any work has been done on this one yet?

@avrame

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avrame commented Jul 22, 2018

Yeah, LODs don't seem to be working for me either.

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supagu commented Sep 1, 2018

Just checking this is still on schedule for 3.1?
Cant really release a working game without lod...

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reduz commented Sep 5, 2018

LOD will be properly rewritten in 3.2

@reduz reduz modified the milestones: 3.1, 3.2 Sep 5, 2018

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valdemar-const commented Jan 4, 2019

LOD will be properly rewritten in 3.2

image

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Toshiwoz commented Jan 17, 2019

Another happy user that will be even happier with LOD (and terrain?) implemented.

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Antokolos commented Feb 3, 2019

Hi, guys, maybe someone can point me to the 3.0.X version where LOD system is not broken yet?
Unfortunately it is not very good for us to wait for Godot 3.2, which I think will be released not earlier than 2020 :)

P.S.: I'll answer my own question, it seems that there is no such version.
Very sad(

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Calinou commented Feb 3, 2019

@Antokolos I don't think LOD is available in any 3.0.x release. There's a pull request that implemented LOD for an earlier version of 3.1 (before it even was in alpha), but it won't be merged as a more robust implementation should be written for 3.2 or 4.0.

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Antokolos commented Feb 3, 2019

@Calinou , thanks, got it! Well, we'll try to make our game without LODs then )
Just a note for Godot core developers: I like the engine very much and I value the hard work that you've done so far, but pushing issues like this one or this: #13954 or this: #9786 to 3.2 is very sad. IMO you should concentrate on fixing the things that are CRITICAL for any 3D game before implementing anything else, I think a lot of people will agree with this.
At the time being I am forced to create ugly hacks in scripts, just because the game will be too unoptimized and slow otherwise.

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supagu commented Feb 3, 2019

What I did in my game just this last week was made a special node: LODGroup which has some ranges setup and switches children based on distance from camera. This is sufficient for what I need, this is how Unity seems to do it.

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Antokolos commented Feb 3, 2019

@supagu , thanks for the advice! Looks like a good solution for this problem.

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