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> The issues are luckily quite easy to fix, both by creating more LOD variants and by improving the culling system How many polygons are there with and without
by westurner 3y ago
> The issues are luckily quite easy to fix, both by creating more LOD variants and by improving the culling system
How many polygons are there with and without e.g. AutoLOD/InstaLOD?
An LLM can probably be trained to simplify meshes and create LOD variants with e.g. UnityMeshSimplifier?
Whinarn/UnityMeshSimplifier:
https://github.com/Whinarn/UnityMeshSimplifier https://github.com/Whinarn/UnityMeshSimplifier :
> Mesh simplification for Unity. The project is deeply based on the Fast Quadric Mesh Simplification algorithm, but rewritten entirely in C# and released under the MIT license.
Mesh.Optimize: https://docs.unity3d.com/ScriptReference/Mesh.Optimize.html https://docs.unity3d.com/ScriptReference/Mesh.Optimize.html
Unity-Technologies/AutoLOD:
https://github.com/Unity-Technologies/AutoLOD https://github.com/Unity-Technologies/AutoLOD
"Unity Labs: AutoLOD - Experimenting with automatic performance improvements"
https://blog.unity.com/technology/unity-labs-autolod-experimenting-with-automatic-performance-improvements https://blog.unity.com/technology/unity-labs-autolod-experim...
InstaLOD: https://github.com/InstaLOD https://github.com/InstaLOD
"Simulated Mesh Simplifier": https://github.com/Unity-Technologies/AutoLOD/issues/4 https://github.com/Unity-Technologies/AutoLOD/issues/4 :
> Yes, we had started work on a GPU-accelerated simplifier using QEM, but it was not robust enough to release.
"Any chance of getting official support now that Unreal has shown off it's AutoLOD?" https://github.com/Unity-Technologies/AutoLOD/issues/71#issuecomment-898980626 https://github.com/Unity-Technologies/AutoLOD/issues/71#issu... :
> "UE4 has had automatic LOD generation since it first released - I was honestly baffled when I realized that Unity was missing what I had assumed to be a basic feature.*
> Note that Nanite (which I assume you're referring to) is not a LOD system, despite being similar in the basic goal of not rendering as many polygons for distant objects.
"Unity: Feature Request: Auto - LOD" (2023-05)
https://forum.unity.com/threads/auto-lod.1440610/ https://forum.unity.com/threads/auto-lod.1440610/
"Discussion about Virtualized Geometry (as introduced by UE5)" https://github.com/godotengine/godot-proposals/issues/2793 https://github.com/godotengine/godot-proposals/issues/2793
UE5 Unreal Engine 5 docs > Rendering features > Nanite:
https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Nanite/ https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Na...
Unity-GPU-Based-Occlusion-Culling:
https://github.com/przemyslawzaworski/Unity-GPU-Based-Occlusion-Culling/tree/master https://github.com/przemyslawzaworski/Unity-GPU-Based-Occlus...
- westurner 3y agoWhat are some other solutions to the cited problems?