Experimental feature: Level of detail bias

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  • bprice
    Senior Member
    • May 2010
    • 217

    #1

    Experimental feature: Level of detail bias

    I am confused about this new experimental feature. Exactly what does it do? Does increasing the level of detail bias increase or decrease the amount of detail displayed?

    ◾X2881 Bug 1420135 - fix for level of detail bias = 100% not correctly using lowest detail viewing distance.

    What is the setting that corresponds to the former setting of always using the highest detail?

    Thanks

    Basil
  • R. Steele
    3500 Post Veteran

    • Feb 2013
    • 3928
    • known universe
    • ORTS

    #2
    Originally posted by bprice
    I am confused about this new experimental feature. Exactly what does it do? Does increasing the level of detail bias increase or decrease the amount of detail displayed?
    ◾X2881 Bug 1420135 - fix for level of detail bias = 100% not correctly using lowest detail viewing distance.
    What is the setting that corresponds to the former setting of always using the highest detail?
    ThanksBasil
    I hope what I'm doing is okay, I'm not stepping outta bounds.
    I asked the same question yesterday at Elvas and here is my question and James Ross response

    "R H Steele, on 19 February 2015 - 03:37 PM, said:
    May I bother with a question? As with some of the experimental options that appear I have left the LOD Bias setting at default. Why was it implemented and what would be the reasons for using it?
    Everything looks fine in OR, I am always amazed at how good the models and routes look in OR. Always room for improvement, is this the case with LOD bias?
    I read the latest manual, nothing in there, probably implement after manual published. I'll search the threads.
    .....James kindly replied as follows.....

    The LOD Bias option is an expansion (and replacement) of an earlier experimental option: "Always use highest level of detail". The new option allows you to increase or reduce the level of detail generally shown separately to the viewing distance and world object density. Two particular motivators for this were: a small netbook-like laptop I own, which struggles to draw too much with its integrated Intel graphics, and the shortness of the LOD distances in older MSTS content on my decent desktop.

    It's basically just a third knob in the graphics tuning set:

    Viewing distance
    World object density
    Level of detail bias


    They all change things in a different way, and allow you to pick the compromise that best suits you and the routes you run.

    Also, I'll add that the level of detail bias is adjusted by the performance tuning at the same time as it adjusting the viewing distance. This is actually quite neat as it means the level of detail you see scales with how far you can see - if you can only see 50% as far as you wanted, the LOD bias is scaled down to -50% to match which means the full range of LOD models get used, just over a shorter (or conversely, longer) distance. It scales it relative to your starting viewing distance and starting LOD bias too, so if you ask for slightly more or less detail than default - you get that as well, also scaled proportionally.
    James Ross
    Open Rails Management Team"
    see thread: http://www.elvastower.com/forums/ind...54#entry173754
    If I have committed a breach of etiquette in posting this, someone just let me know.
    Last edited by R. Steele; 02-20-2015, 18:43. Reason: added ref to thread
    Cheers, Gerry
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