Level Of Detail (LOD)
Level of detail is the technique of using different representations of the same object depending on the distance that it's being observed at.
The voxel shader has two levels of detail:
- The voxelized LOD.
- The non-voxelized LOD.
The shader tries to approximate the surface area that an avatar will take up and if it's small enough, the shader will swap from the voxelized LOD to the non-voxelized LOD, improving performance for anyone that has the voxel material in their view but at a distance.
However, this system is not perfect and may cause issues. The surface area approximation IS just an approximation.
So if this is causing issues, it's recommended to turn it off.
General Options
Coverage Threshold
When the surface area approximation determines that the area that the avatar occupies on screen is less than this threshold, the LOD system will kick into showing the non-voxelized LOD.
This value is determined by some testing in VR and should not be set with non-stereo view desktop testing as it WILL be incorrect in VR when done that way.
Desktop Multiplier
This is the multiplier applied to the coverage threshold when the shader is viewed in non-stereo desktop view. Since the converage threshold is VR only, this converts that VR only threshold value to a desktop threshold value.
This value was determined by desktop testing.