Product Chat / Tab Settings: Transitions

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Teabone
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Posted: 23rd Nov 2017 01:14 Edited at: 23rd Nov 2017 01:22
Hi everyone, for some reason I cant find any resource or help surrounding the TAB menu screen in test mode. I'm not seeing it in our manual either:

https://www.game-guru.com/downloads/pdfs/GameGuru%20-%20Getting%20Started%20Guide.pdf

The reason why I need this information is for optimization with culling and LOD transitioning.

I'm curious about the following items and what their low values mean in comparison to their highs. What effects do they do with the model and witch models based off what FPE properties.

* Occlution
* Distance Transition
* Transition Range

My understanding is that Occlution is the culling distance determined within the FPE settings of the entity. Basically at what distance will the entity will be drawn. I believe this is what it is does. What do the others due and what about their values?
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Gtox
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Posted: 23rd Nov 2017 04:43
Not sure if I'm on the same wavelength as you, but if a model has several LOD stages, then the LOD transitions are determined by the FPE.

;LOD System
disablebatch = 1
lod1distance = 1500
lod2distance = 2500

In the above example, lod 1will kick in at a distance of 1500 units, and lod 2 at 2500 units. I think that there is some flexibility with the naming convention, but calling the meshes LOD_0, LOD_1 etc works for me.
I think distance transition and transition range are to do with the terrain, but I'm not 100% sure.
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Teabone
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Posted: 24th Nov 2017 01:37 Edited at: 24th Nov 2017 01:37
Yeah I'm wondering what those two sliders do. I can't find any resource explaining them. I'm trying to make the most performance optimal map possible.
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Belidos
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Posted: 24th Nov 2017 05:48
As far as I know the LOD sliders are for terrain.

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Teabone
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Posted: 24th Nov 2017 06:21 Edited at: 24th Nov 2017 06:22
What about the sliders for "Distance Transition" and "Transition Range" at the bottom of the screen?
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Wolf
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Posted: 26th Nov 2017 00:16 Edited at: 26th Nov 2017 07:23
Edit: Turns out I have no idea what that does
Tarkus1971
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Posted: 26th Nov 2017 09:28
"Distance Transition" and "Transition Range" are terrain only. You can see the transition between the detail of the terrain if you slide them.
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Teabone
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Posted: 26th Nov 2017 23:47
I'm seeing no visual changes when I move those two sliders. Only the sliders for Terrain LOD Low, Mid and High. But the two sliders there ""Distance Transition" and "Transition Range" dont seem to visually do anything when I move them?
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Earthling45
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Posted: 27th Nov 2017 00:59
They use to work but they are broken since the terrain pallet update.
Maybe Lee has already fixed them in the upcoming update.

Lod still works.
Teabone
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Posted: 28th Nov 2017 18:12 Edited at: 28th Nov 2017 18:13
Can someone confirm if they will work after the next build and what exactly do they do.

Do they affect the 3 sliders above related to terrain?
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Bolt Action Gaming
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Posted: 28th Nov 2017 18:38
So the way they used to work was 'distance transition' if I recall was would set how far away it would begin to shift terrain's LOD. Transition range was how long of a distance that transition occurred over.

Example:

If you had the slider set mid bar for distance transition but range set very low you'd see it out a ways go kind of blurry on the terrain. It was very abrupt. If you set distance transition up close but set the transition range long it would slowly reduce the quality over that distance out a ways. Mostly I just leave them at default though.
Teabone
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Posted: 28th Nov 2017 21:37
So these effect the 3 LOD stages of the terrain mesh , based on where those 3 sliders for low , mid and high are? Why is it that these are not working now?
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cybernescence
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Posted: 29th Nov 2017 22:59
You have to have #define USEDISTBASEMAP in settings.fx to enable these sliders.

They move the range and reach at which the tile detail terrain textures make way for a less detailed 'mega terrain texture' that gives less terrain fidelity at a distance though may also help performance.

I suspect but don't know for sure this feature may be replaced in next release.

Cheers.
Earthling45
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Posted: 30th Nov 2017 02:43
Ah so, i remember using them in a previous version, i did not know that it now must be enabled in the settings.fx
Teabone
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Posted: 3rd Dec 2017 23:54
It appears these two sliders no longer exist in the new version of Game Guru.
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LeeBamber
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Posted: 12th Dec 2017 16:31
There was no need for these sliders as the new PBR system does not slice the terrain shader into a high and low technique, so no need for a transition.
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