Skip to content

Take the camera FOV into account for LOD calculations #2

@Calinou

Description

@Calinou

When the camera FOV decreases, the distances should be multiplied accordingly so distant objects still look detailed. The user-supplied camera distances will be specified for the default camera FOV (which is 70 in Godot 3.2.x).

There should be a project setting to disable this LOD adjustment in case it's not desired (e.g. for a game where the FOV is only changed for aesthetic reasons).

I've also considered using screen density-based LOD calculations, but they have an additional performance cost and some downsides (such as making high-resolution gaming even slower than it would be otherwise).

Metadata

Metadata

Assignees

No one assigned

    Labels

    enhancementNew feature or request

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions