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LOD and Performance

Equipment in the current authoring project uses four mesh levels: LOD0, LOD1, LOD2, and LOD3. The profile is selected by equipment category, so the same kind of item uses the same profile across character variants.

Equipment profiles#

Profiles are located in /Game/ROG_Modular_Assets/Common/LODSettings.

Equipment LODSettings asset Screen Size for LOD1 / LOD2 / LOD3
Chests and shirts SK_Chest_LODSettings 0.15 / 0.08 / 0.05
Cloaks SK_Cloak_LODSettings 0.15 / 0.08 / 0.05
Gloves SK_Large_gear_LODSettings 0.55 / 0.30 / 0.20
Pants and helmets SK_Pants-Helms_LODSettings 0.22 / 0.15 / 0.08
Robes SK_Robes_LODSettings 0.10 / 0.06 / 0.03
Boots, shoulders, and bracers SK_Small_gear_LODSettings 0.35 / 0.25 / 0.15

The profiles target 50%, 25%, and 12.5% of LOD0 triangles for generated LOD1, LOD2, and LOD3. These are reduction settings; existing imported LODs and the geometry of an individual mesh can produce different actual counts.

The profile names describe the library's settings. In particular, gloves use SK_Large_gear_LODSettings, while boots and bracers use SK_Small_gear_LODSettings.

Preview the transitions#

Open the equipment in the Skeletal Mesh Editor and select each LOD. Check silhouette, thin surfaces, material sections, and garment edges. Then inspect the outfit at gameplay distances.

Screen Size represents the mesh's size on screen rather than a fixed distance in meters. Camera field of view, mesh size, and viewport size affect when a transition becomes visible.

Customize a profile#

Duplicate a profile into your own folder before changing shared settings. Assign the duplicate to the meshes you want to tune, apply the LOD changes, and check the result on the intended camera.

For garments with simulation, verify clothing section bindings after any LOD changes. Mesh simplification and cloth simulation are separate parts of the asset setup.

Profile a complete outfit#

Triangle counts are one part of the cost. Also measure the number of visible components and material sections, animation evaluation, cloth simulation, and the number of characters on screen. Pose sharing does not remove the rendering cost of separate modular components. Epic describes this distinction in its modular character guide.

Use the finished outfit and gameplay camera when deciding whether to simplify meshes, reduce visible layers, or limit simulation at a distance. Equipment LOD profiles do not define the LOD setup of base bodies or simulation proxy meshes.

Part of the 6.0 documentation draft
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