Just the main kn5, Shaun. There should be a readme file that explains the process and what you need.As I am all new to this, I take it I need the FBX files to be able to use this app, as there is nothing in the description of requirements
Just the main kn5, Shaun. There should be a readme file that explains the process and what you need.As I am all new to this, I take it I need the FBX files to be able to use this app, as there is nothing in the description of requirements
-could not get down object count/draw calls ;(
-faster now, no material calculations
-fixed "\data\lods_new.ini" creation, no edit needed
-creates \data\ dir if not there already
-remade .spl files, only difference between them is line 27:
--> "OnScreenSize": 32,
value: 50 > 40k tris (shown in CM custom showroom for example)
value: 10 > 20k tris
value: 4 > 4k tris
-uses another tool by x4fab: "LodMaterialAssignmentor\LodMaterialAssignmentor.exe <lodxfile.kn5>"
--throw a...
I would note my LODs aren't as good as they should be regarding the cockpit - It uses a lot of draw calls, because I didn't consolidate everything onto 1 texture like I should have (and as I have done since to more recent cars).quick benchmark ;( Ford Transit, Monza 66, 20 AI
-----------FPS min max avg
no lods at all: 47 59 53
generator lods: 50 61 55
original lods : 55 70 64
Yeah but the LOD D isn't really a huge factor on the most FPS intensive parts - ie on the grid and on lap 1, where you are in close proximity to a lot of LOD A and Bs.your lod d has two Objects, i think thats as good as it can be
but ok next is with a kunos car
2 fps on average between no lods and generated lods doesn't really look like much gain , but maybe something more messy - like those Forza rips - numbers could be betterquick benchmark ;( Ford Transit, Monza 66, 20 AI
-----------FPS min max avg
no lods at all: 47 59 53
generator lods: 50 61 55
original lods : 55 70 64