Killing Floor

Killing Floor

KF LOD Fix [Part 1]
7 Comments
Eery Jan Oct 2 @ 8:29pm 
Does this work simply through subscribing?
Dom Apr 18, 2015 @ 5:13am 
Patriarch LOD popping is noticeable even when maxed out
g6qwerty Apr 16, 2015 @ 11:00pm 
Ooh yeah I noticed frame rate drops for some of the summer monsters, almost lost 1/4 to 1/3 of my performance and I was even playing on lowest settings. lets try this.
sev Apr 15, 2015 @ 5:44pm 
for people like me that don't run at all highest settings (I even used to run at all lowest settings because my card was ♥♥♥♥), LOD popping is very noticable, even now that I run on medium settings.
got my :thumbs:.
Spychopat Apr 15, 2015 @ 3:31pm 
i played like 200 hours and never noticed any lod transition, even on the patriarch machine gun :p

but, if you say it improve performances a bit, i guess it's nice :p

i don't feel like i need this mod, but i presume it asked you some work. So, well done mate =3
Mutant  [author] Apr 15, 2015 @ 5:57am 
The LODs for some monsters (especially event monsters and Patriarch) are set up a bad way. LODs are used for scaling down the amount of detail over distance in order to save performance.
But the effect should be implemented a subtle way so players don't notice anything ingame.

The default Patriarch is a good example as his chaingun disappears after some meters which is very well noticeable. A lot of event monsters are not using all of their LOD leves and thus are using higher detailed meshes even at great distances.
In Memory of Hobbes <3 Apr 15, 2015 @ 5:08am 
i dont really see any difference... anyone want to tell me EXACTLY what this is supposed to do? i read the desc but...