Quote:Original post by Mike2343
Honestly why do you need it? The GPU can more then handle the verticies.
This argument ("You don't need LOD nowadays") aways comes up. And it's always wrong.
Say your poly budget was 1000 tris for the landscape. Now I could just brute force it and render the nearest 1000 in the view and it'd look ok. But if I actually had LOD then I could use those 1000 more efficiently and get the same visual quality but twice the draw distance. Thats going to be true no matter how high your poly budget actually is.
The real question is how complicated your LOD system needs to be. IMHO you don't need anything more complicated than geomipmapping. Nice high detail terrain, and switch to different sets of indices for farther away. Don't bother with geomorphing or anything complicated, just make sure that the transitions are far enough away so the snapping is minor.
Likewise for crack fixing schemes - keep it simple with something static like skirts. You still get LOD, but you're doing a minimal amount of CPU work and just letting the GPU do what it does best - blast through big chunks of static geometry.