[WIP] LOD Landscape progress
Just showing some progress. With the view distance increased to 140,000 the FPS looking at the White Gold Tower is now hovering around 40-50 (was 7-8 in the video posted on 9th Apr). Not bad on a laptop. There's been many internal changes to get thus far:
* Modifying CellStore to allow grid based indexing of world space objects that are not tied to cells
* Updating (i.e. insert/delete) the persistent world space objects based on player movements
* Internal look-ups based on FormId (was strings)
* Dynamically loading low-poly landscape LOD meshes with hysteresis.
* Updating alpha reject section based on active cells with terrain (i.e. the "hole" moves around as the player moves)
* Using low-poly meshes (i.e. the "_far.nif" variants) where available
There are many issues still - the obvious one being the ugly transition between terrain and low-poly landscape mesh. Not sure how best to deal with that. There are still no trees. Objects popping in with the active cells and terrain loading is jarring. And there are strange bugs here and there.
Other Videos By cc9cii
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The Elder Scrolls III: Morrowind Statistics For cc9cii
At present, cc9cii has 41,931 views spread across 29 videos for The Elder Scrolls III: Morrowind, with his channel currently having around 1 hour worth of content for The Elder Scrolls III: Morrowind. This makes up 28.57% of the content that cc9cii has uploaded to YouTube.