Cities: Skylines

Cities: Skylines

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thale5  [pengembang] 2 Jul 2019 @ 5:52am
Guide: Very large LOD mesh
Asset LOD mesh size has an effect on GPU performance (FPS).

With 'Check assets for errors' enabled in mod options, LSM issues a warning if a LOD mesh has at least 600 triangles or 1000 vertices.

Extremely large LOD meshes get additional treatment. The game rejects the LOD with an error message if its mesh is larger than 4062 vertices. For Buildings and Nets, the limit is higher, about 8100 vertices. LSM also issues an "Extremely large LOD mesh" notification for such assets in the "Asset errors" category in the report.
Terakhir diedit oleh thale5; 31 Okt 2020 @ 2:50am
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Future 25 Jun 2020 @ 6:02pm 
What is the average LOD mesh? it seems 1100 is the average? idk I'm naive about this type of stuff
Terakhir diedit oleh Future; 25 Jun 2020 @ 6:02pm
thale5  [pengembang] 2 Jul 2020 @ 7:50am 
10 to 100 triangles is rather typical for a LOD mesh.
600 triangles triggers the 'very large lod mesh' warning.
Bow 31 Okt 2020 @ 3:45pm 
How do you fix it

thale5  [pengembang] 11 Nov 2020 @ 9:09am 
@Bow Remove the harmful asset from your cities, then unsubscribe from it.
Darkangel 20 Jan 2023 @ 6:19am 
A better understanding is that it is only BAD as you say thale for low functioning computers than have poor graphics cards they cant handle the high visual content and detail. You could try and low poly it but it will never look as good. Ergo the assets isn't bad as usually high ones are extremely beautiful its just that some computers cant handle it,. Eg the bates motel is extremely beautiful yet it has a huge lod 20762 but it still works fine on my new computer.
minimapper 9 Mar 2023 @ 11:41am 
How do you fix it?
Cuz all of Reapers buildings have this and its just I see others with them tho
So how does one change or fix these mesh warnings?
ilgaar 15 Apr 2023 @ 11:35am 
Be Advised that as you add assets with large mesh sizes they will quickly reduce your performance before you notice it, even with a top notch PC, graphics card and CPU. so the only solution for now is to stay away from assets with large mesh counts.
But if you really must, you should minimize their count and keep them to a handful of manageable numbers, If you want to keep the game playable.
Terakhir diedit oleh ilgaar; 15 Apr 2023 @ 11:36am
thanx ilgaar
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