lod @ 4 works fine for me , with 9 tiles of terrain at 128x128 vertices per terrain tile ,I get at max about
100 fps sometimes , if I switched to lod @ 0 ,I get max
about 13 fps .

using camera.lod and d3d_lodfactor I can make the
fps more constant and acceptable for real time rendering on my low end laptop .

and I guess from lod 2 to 4 would depend on how detailed the initial terrain is ,plus how far everything is
rendered .

I haven't experimental with shaders on the terrains yet
but I know shadows would plummet my performance
waaay down ,I think also that the algorithm for landscape lod does not quite keep the outline shape
of hills /slopes very much the same while reducing in
between ,well I think that's true ,not sure .

I havw to agree that gs terrain is not quite very good
if we had to look at comparison ,like esenthel wich
is able to run at a blistering acceptable speed on my
laptop with the simple and forward renderer .

anyhow my laptop is not the best thing to be using
for this in the first place but this forces me to
make use of all kinds of optimizations.

Last edited by Wjbender; 09/21/14 08:50.

Compulsive compiler