Explore raising LOD factors and related detail settings (triangle throughput rarely limits us) #171
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sky_line/Slipstream#171
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Slipstream's GPU-driven renderer is rarely limited by triangle count: busy scenes are bound by compute (shadows, cull, RT) and by the CPU. LL's LOD defaults and caps were tuned for the GL pipeline, where every triangle cost a draw call and CPU-side rebuild work. We can probably show much more geometric detail for little or no frame cost.
Settings to review
RenderVolumeLODFactor: default, and the slider range and max. LL caps the UI at 2.0 (4.0 in debug); Firestorm users often run 4.lod_factor * radius / distthroughdetailFromTanin clean_cull.comp. Check its thresholds.MeshLODBoostFactor, and whether we can prefer higher mesh LODs by default. Balance that against the extra download and memory from fetching more LOD levels.RenderAvatarLODFactor,RenderAvatarPhysicsLODFactor,RenderAvatarMaxNonImpostors(no impostors on VK yet, #31).RenderTerrainLODFactor,RenderTreeLODFactor(trees are coming in #20),RenderFlexTimeFactor/ flexi detail once #25 lands.RenderFarClipper quality level, and the sim-surround / far-object detail.Method
RenderVKSectionLog+RenderVKGpuTimers. Record frame time,g_prepass/g_pass1/c_shadows/c_cull, VRAM (geometry and mesh slots) and mesh download volume.Considerations