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CS:GO - LODs disabled?

  • robert.briscoe
  • February 10, 2013 at 10:26 PM
  • robert.briscoe
    • February 10, 2013 at 10:26 PM
    • #1

    Hey all, so I'm trying again (for the third time!) to port de_forest over to CS:GO and so far it's been going much smoother and I've decided to remake some of the models and textures to bring some of the visuals up-to-date, however I've run into a strange issue which I hadn't noticed until this evening, which is that, for some reason, CS:GO doesn't seem to make use of LODs at all. I can see my models' LODs changing in Hammer, but for some reason they just don't show in-game, showing only the highest LOD instead.

    At first I thought it might be related to the way I compiled my models, but on further inspection I noticed the same thing happens with Valve's own props too. I took a tree model Valve created, checked in in hammer to see if there were LODs, which there were (Model Viewer incidentally doesn't come with the CS:GO sdk...doh!) and again, it only showed the highest LOD in-game!

    I thought it might be related to my graphics settings being too high but after turning everything to low I can see that this is not the case.

    Can anyone else confirm that this is the case for them also, or if anyone knows how to get LODs working? I know there are a few people on here with a bit more experience with CS:GO and its SDK than I so thought I'd post this here.

    Thanks in advance!

  • FMPONE
    • February 10, 2013 at 10:35 PM
    • #2

    I think they utilize fade distances? Perhaps?

  • Skjalg
    • February 11, 2013 at 11:10 AM
    • #3

    Its probably a bug that no one has noticed because games aren't struggling with the triangle-count anymore since the gpu's are so damn fast these days. Its all about memory and draw calls now.

  • Thrik
    • February 11, 2013 at 12:38 PM
    • #4

    Wouldn't surprise me if something like that got through, considering CS:GO isn't a particularly high-spec game either. Kind of limits adventurous mapping, though.

  • Kinky
    • February 11, 2013 at 12:39 PM
    • #5

    This may become problematic for me. Can someone try to email Valve to find out the situation with this?

  • Psy
    • February 11, 2013 at 12:45 PM
    • #6

    Valve don't care about LODs. I mean, look at the 10000 poly hats in TF2 with no LODs.

  • robert.briscoe
    • February 11, 2013 at 10:03 PM
    • #7

    Yeah I can imagine it doesn't really affect anything if you're just making an urban non-organic level, but where de_forest is concerned it's an absolute must.

    I will see if I can get in touch with someone at Valve, but I don't think they're going to really give too much of a shit if nobody has noticed it after all this time

  • General Vivi
    • February 11, 2013 at 10:11 PM
    • #8

    You might just have to trigger that manually by switching out the meshes. Just make a prefab or something *bad advice don't do what I just said*

  • e-freak
    • February 11, 2013 at 10:21 PM
    • #9
    Quote from robert.briscoe

    Yeah I can imagine it doesn't really affect anything if you're just making an urban non-organic level, but where de_forest is concerned it's an absolute must.

    I will see if I can get in touch with someone at Valve, but I don't think they're going to really give too much of a shit if nobody has noticed it after all this time

    [email protected] always

  • Pampers
    • February 11, 2013 at 11:21 PM
    • #10
    Quote from Psy

    Valve don't care about LODs. I mean, look at the 10000 poly hats in TF2 with no LODs.

    you need to shell out extra dollaz for the hat LODs

  • mjens
    • February 12, 2013 at 7:46 AM
    • #11

    Check your graphics options. Maybe you have a nice video card so the settings switched up to best quality (than can turn off LODS to make graphics more "l33t"). Try running a game on low details. I haven't played CS:GO so it's only a blind man's idea

  • robert.briscoe
    • February 12, 2013 at 12:01 PM
    • #12
    Quote from seir

    Check your graphics options. Maybe you have a nice video card so the settings switched up to best quality (than can turn off LODS to make graphics more "l33t"). Try running a game on low details. I haven't played CS:GO so it's only a blind man's idea

    That was my thought too last night, no dice though, LODs dont seem to work even with everything set to low for me...grr!

  • Buddy
    • February 12, 2013 at 2:54 PM
    • #13

    Good ol' source mapping..

  • shawnolson
    • February 14, 2013 at 2:54 PM
    • #14

    I may be wrong about this but it seems to me that as I've been testing a level I've been working on... the LODs seem to be transitioning very subtly. So instead of just swapping out, the fade from one level to the next. So it is harder to notice. Again, I may be wrong but I think that is what is going on now. I'll have to actually scrutinize to see if that is really the case.

  • robert.briscoe
    • February 14, 2013 at 4:39 PM
    • #15

    Let me know your findings, I tried this on a model with some glaring differences between LODs and noticed no change in the model

  • Steppenwolf
    • February 14, 2013 at 5:31 PM
    • #16

    Lod's didn't work anymore when we switched to cs:go engine with Insurgency 2. I'm no coder so don't know if its a bug or intentional.

    My guess is they just didn't care and figured it looks better without them because cs:go isn't exactly the most graphicaly detailed game ever.

  • the0rthopaedicsurgeon
    • February 14, 2013 at 5:57 PM
    • #17

    You could use a totally different model for each LOD, ie a tree into a car. Source's LODs always jumped out really obviously so it could be that they've just made them fade more subtly.

  • TermInator525
    • February 14, 2013 at 11:39 PM
    • #18

    use the wireframe parameter. its easier to see the lines. -> mat_wireframe 1 or 2 will help. You need to set sv_cheats to one of course.

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