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One problem with LOD is that if you don't do it just perfect you get some really nasty 
effects.  Take GTA3 for example.  Since the game contains so many thousands of polys 
on the screen at once they created an LOD but the problem is the LOD has difficult 
determining you distance, I was driving down the road when the road literally 
disappeared because I "wasn't" close enough to it. I personally don't know how hard it 
is to master, but Rockstar is a very competent development team and they obviously had 
difficulty.

- Lakario

----- Original Message -----
From: Sebastian Steinlechner
Sent: Monday, April 22, 2002 2:52 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1000+ are nice?

> yeah i guess they are, but by the time CZ comes out Unreal2 with its
> 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be
> out too...

Actually, you can't tell me there are really 100,000 polys on the screen.
But it looks like. I guess the biggest thing why the HL engine is outdated
is the fact that it does not support LOD. Take Serious Sam as an example.
There you can define that e.g. stairs automagically reduce their poly count
when you move away from them. You don't really notice it, and it saves a lot
of polygons. Same with models. Though you can implement a simple lod for
player models in HL (just as HolyWars did, IIRC).
And HL still supports full software rendering. You can image that eats a
hell lot of cpu time. Even if you are in hardware mode.

I might be wrong with that, but that's how I see it.

cya,
TheTinySteini

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