| > The issues are luckily quite easy to fix, both by creating more LOD variants and by improving the culling system How many polygons are there with and without e.g. AutoLOD/InstaLOD? An LLM can probably be trained to simplify meshes and create LOD variants with e.g. UnityMeshSimplifier? Whinarn/UnityMeshSimplifier:
https://github.com/Whinarn/UnityMeshSimplifier : > Mesh simplification for Unity. The project is deeply based on the Fast Quadric Mesh Simplification algorithm, but rewritten entirely in C# and released under the MIT license. Mesh.Optimize: https://docs.unity3d.com/ScriptReference/Mesh.Optimize.html Unity-Technologies/AutoLOD:
https://github.com/Unity-Technologies/AutoLOD "Unity Labs: AutoLOD - Experimenting with automatic performance improvements"
https://blog.unity.com/technology/unity-labs-autolod-experim... InstaLOD: https://github.com/InstaLOD "Simulated Mesh Simplifier": https://github.com/Unity-Technologies/AutoLOD/issues/4 : > Yes, we had started work on a GPU-accelerated simplifier using QEM, but it was not robust enough to release. "Any chance of getting official support now that Unreal has shown off it's AutoLOD?" https://github.com/Unity-Technologies/AutoLOD/issues/71#issu... : > "UE4 has had automatic LOD generation since it first released - I was honestly baffled when I realized that Unity was missing what I had assumed to be a basic feature.* > Note that Nanite (which I assume you're referring to) is not a LOD system, despite being similar in the basic goal of not rendering as many polygons for distant objects. "Unity: Feature Request: Auto - LOD" (2023-05)
https://forum.unity.com/threads/auto-lod.1440610/ "Discussion about Virtualized Geometry (as introduced by UE5)" https://github.com/godotengine/godot-proposals/issues/2793 UE5 Unreal Engine 5 docs > Rendering features > Nanite:
https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Na... Unity-GPU-Based-Occlusion-Culling:
https://github.com/przemyslawzaworski/Unity-GPU-Based-Occlus... |