Killing Floor

Killing Floor

KF LOD Fix [Part 1]
6 Comments
Dom 18 Apr, 2015 @ 5:13am 
Patriarch LOD popping is noticeable even when maxed out
g6qwerty 16 Apr, 2015 @ 11:00pm 
Ooh yeah I noticed frame rate drops for some of the summer monsters, almost lost 1/4 to 1/3 of my performance and I was even playing on lowest settings. lets try this.
sev 15 Apr, 2015 @ 5:44pm 
for people like me that don't run at all highest settings (I even used to run at all lowest settings because my card was shit), LOD popping is very noticable, even now that I run on medium settings.
got my :thumbs:.
Spychopat 15 Apr, 2015 @ 3:31pm 
i played like 200 hours and never noticed any lod transition, even on the patriarch machine gun :p

but, if you say it improve performances a bit, i guess it's nice :p

i don't feel like i need this mod, but i presume it asked you some work. So, well done mate =3
Mutant  [author] 15 Apr, 2015 @ 5:57am 
The LODs for some monsters (especially event monsters and Patriarch) are set up a bad way. LODs are used for scaling down the amount of detail over distance in order to save performance.
But the effect should be implemented a subtle way so players don't notice anything ingame.

The default Patriarch is a good example as his chaingun disappears after some meters which is very well noticeable. A lot of event monsters are not using all of their LOD leves and thus are using higher detailed meshes even at great distances.
In Memory of Hobbes <3 15 Apr, 2015 @ 5:08am 
i dont really see any difference... anyone want to tell me EXACTLY what this is supposed to do? i read the desc but...