Levels of detail
Level of detail can live inside a model, in a placement hierarchy or in a separate far-world representation. The geometry identifies available alternatives; selection fields describe a different part of the system. Each row links to the page that states it, with its confidence.
| Engine / game | Stored alternatives | Selection and limits | Detail |
|---|---|---|---|
| FromSoftware / Sekiro and Elden Ring | FLVER face-set flags encode (flags >> 24) & 7; Elden Ring also uses levels 3 and 4 for far stand-ins, with a bit named LodLevelEx |
Elden Ring’s nested parent tiles establish placement, but runtime draw overlap and residency radii are not established. Elden Ring’s asset textures have a full and a separately made _l package; each drawn instance switches between them by its distance and its PartsDrawParam row, which also gives each placed model’s mesh level by distance, with hysteresis or a cross-fade (which level is drawn); frames of Elden Ring show the cross-fade as two draws with complementary alphas, and SpeedTree instances split into one draw per face set (in frames) |
FLVER face sets, parent tiles, texture forms |
| Anvil / Riders Republic | LODSelector stores five graphic-object descriptors; leading slots can come from dependency meshes | Descriptors store switch distance, transition-zone size, fade multiplier and shader LOD. Runtime fade behavior is not established | LODSelector |
| RAGE / GTA V Enhanced | Drawable high/medium/low/very-low model lists coexist with world HD, LOD and SLOD1–4 hierarchies | Entity parent indices cross into a parent map; stored distance fields do not establish the complete runtime selection policy | World hierarchy, drawables |
| Frostbite / skate. | MeshSets point to LOD records and geometry chunks; vistas draw their last LOD | LodGroups supply distance policy. WorldPartition masks vistas corresponding to loaded detailed cells | MeshSets, vistas |
| ForzaTech / FH6 | Modl fields and mesh flags identify LODs; a cluster filename number is not the LOD |
Ribbon profiles store six distance/fade bands by tier and pass; template libraries carry vegetation and prop bands. Global scales and PC preset-to-tier mapping are not established | LODs and clusters, template libraries |
| Insomniac / Sunset Overdrive | Hex tiles have _low and _imposter zone variants |
The two floats that might relate to LOD or fading in placed-model records have no established meaning | Zones |
| Unity / Sledding Game and PEAK | LODGroup lists renderers per level | Selection is by screen size; a disabled group leaves its levels drawing together | Scene LOD groups |
| Unity / SkateBIRD | Playable-level meshes have no LODs | Scenes use ProBuilder and statically batched combined meshes | Meshes |
Distant objects and distant ground
Section titled “Distant objects and distant ground”Anvil’s FarFake cells merge object proxies over terrain; distant ground instead uses coarser terrain nodes. LongRange also lists ordinary objects, so its name alone does not classify an object as a proxy. The near-object-to-proxy-span suppression rule is not established. See LongRange and FarFake.
Frostbite has runtime evidence for vista suppression: clearing measured WorldPartition masks restores distant slabs above the detailed scene. A proxy spanning several cells can remain over a different loaded cell. See vista masks.
RAGE’s authored city SLODs are separate from the model lists inside a drawable. A mesh name containing slod does not
alone establish its placement role. See world LOD.
The unresolved pieces differ (for FromSoftware the frames show the per-instance distance selection and cross-fade, not tile overlap, which they cannot show): FromSoftware tile overlap, Anvil proxy-span suppression, RAGE optional-entity selection and ForzaTech global distance scales are not established by their stored geometry alone.