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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

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.

What selects or suppresses the stored alternatives?

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.