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---
title: "LOD"
type: concept
tags: ["game-engine", "performance-optimization", "3d-graphics"]
sources: ["unreal-technical-artist", "unreal-world-builder"]
last_updated: 2026-04-26
---
## Definition
Level of DetailLOD根据渲染对象与摄像机距离动态切换网格体精度或着色复杂度的机制。是 3D 游戏引擎性能优化的基础技术。
## LOD Strategy
- **Nanite 资产**:自动 LOD无需手动配置
- **非 Nanite 资产**(骨骼网格体、样条线、程序化网格体):必须手动配置 LOD 链,并验证距离过渡
## Manual LOD Chain Requirements
- 每个资产必须定义 LOD0LOD3 最低要求
- 过渡距离必须在目标硬件上验证
- 开放世界道具(无 Nanite超过 500 三角形须有文档化例外
## Cull Distance
LOD 之外还需要 Cull Distance Volumes 配置远距离剔除:
- 按资产类别设置,非全局统一
- 所有开放世界关卡必须配置
## HLODHierarchical LOD
- World Partition 开放世界的必备配置
- 将多个小对象合并为大型远距离代理
- 必须为所有室外区域生成 HLOD
## Relationship to Nanite
Nanite 本质上是自动 LOD 系统适用于静态几何体。LOD 链是手动 LOD 系统,用于 Nanite 无法处理的资产类型。
## Related
- [[Nanite]] — 自动 LOD 系统
- [[PerformanceBudget]] — LOD 是帧预算控制的核心工具
- [[WorldPartition]] — HLOD 的配合框架