Level Of Detail. When driving a map you can see the LOD line travelling in front of you. Kinda annoying.
LODs and AF are something completely different. For LODs the designer has to create different versions of his meshes with different "levels of detail". Usually there is a high-poly, mid-poly and low-poly version of the same mesh. These different LODs will then get swapped out by the engine at runtime depending on how far away the object is. Anisotropic-Filtering improves the quality of textures when looking at them from extreme viewing angles.
This map is one of my favorites. It has very great detail and when driving this map feels very smooth and clean. Great work!
Because it's on low detail. Of course on low detail the game changes where and what LODs should appear in favor of best performance . Not best looks. If you're on high settings though, this is inverted and it favors high detail vs performance.
This map is the kind of map I want the devs to make for the full release, It would be so amazing doing street races.
This map is truley amazing. Quick question though: Will the barricades soon be replaced by new roads in the future? Thanks
I believe this is an open ended project and updates will include opening up various sections. The amount of effort in this map is too great to let it just die.
Yes, the map is of course open ended since it's based on a real-world location, but I'll be putting 'released' tags on it once all the buildings are finished on the existing road segments. No updates at the moment due to my time-intensive postgrad architecture course, but definitely not a dead project.
Wow! This looks amazing! Cant wait to give it a try. I live in Brisbane and recognised this riverside expressway immediately. Looks spot on. Thanks for your efforts