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UID:pretalx-godotcon-ams-2026-ZE3Q9U@talks.godotengine.org
DTSTART;TZID=CET:20260423T150500
DTEND;TZID=CET:20260423T153500
DESCRIPTION:About Godot's LOD and HLOD capabilities\; talk is beginner frie
 ndly but also contains items that should be interesting to veteran users.\
 n\n- LOD and HLOD basics and pitfalls (of which there are quite a few)\n- 
 How to improve cross fades beyond the default offered methods\n- Shadow is
 sues stemming from cross-fade use and their workarounds \n- Godot's defaul
 t spherical approximation LOD selection method (visualized\, and its impli
 cations for wide-screen supporting games\, among others)\n- The infamously
  vague (yet well behaved and useful) ArrayMesh add_surface LOD argument (g
 oing onto rendering server culler's edge-length).\n- Alternative LOD Selec
 tion methods in existence (visualized\, and demo with custom Godot build s
 upporting them)\n- The "Threshold pixels" project settings and per item/vi
 ewport LOD biases\n\nThis talk is a good background primer for my other ta
 lk: "The long road to a million trees"
DTSTAMP:20260627T011026Z
LOCATION:Theatre 2
SUMMARY:LODs demystified - Bart Wilmink
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/ZE3Q9U/
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