Have any major games used sample mask interpolation (draw both with inverse masks) to blend LOD transitions? With MSAA not favored outside of VR I could see it never getting a good shot. You would want to do it rather quickly just to minimize the pop, rather than continuously.
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IIRC we mitigated the foliage thing by sampling the mask from 3d noise in the mesh's local space. works well on 99% of foliage 'cos the meshes are a poly-soup blob and high-freq texture transparency hid the fact that the two LOD masks aren't exact inverse of each other.
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For everything else we used screen-space noise that gave exact inverse patterns. You can see the pattern travel egregiously across objects when moving fast laterally, which we were going to do something about but then we shipped :)
End of conversation
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