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Load Sector LODs
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Clairvoyant

Joined: Aug 21, 2006
Messages: 469
Location: Vector-Hostile My Current Priority: To help and guide others.
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What is this?



Transcendent

Joined: Mar 9, 2007
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Load Sector Length of Distance...probably certain areas with differing complexities have LOD's set with them to change separate of your normal LOD settings.

EDIT: that's at least what I've always thought. That could be wrong though.

Message edited by MotorZ on 03/23/2008 15:50:45.



Systemic Anomaly

Joined: Dec 20, 2005
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Level of Detail. As /whereami shows you, each .metr is split into sectors, smaller areas of the region. Textures exist at different mipmap biases, that is, they scale from the maximum resolution to a "low detail" texture. Farther away objects will render at lower detail.



Clairvoyant

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i think it fixed my graphic bugs when i turned it off but i always get these *CENSORED* lagg spikes even if the bar is green but i think it is graphical
phi


Systemic Anomaly

Joined: Aug 18, 2005
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Bayamos is right. Setting "Load sector LODs" to "on" means that the game will use more memory by pre-caching the the LODs for each sector (high and low). Because they are already in memory when a sector passes the high-low boundary it can just change which LOD model is drawn without slowing or pausing to load the different LOD.

If you turn it off, you will have more memory to load high-def txtures etc, and things will look better locally, but you will get little pauses as you move from area to area. Not only that but processing power will be affected as the game has to use the high-def textures for longer.

If you have over 1GB of RAM you should always have "Load Sector LODs" set to "on".

 
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