It seems that Bethesda's LOD mesh for Cyrodiil is already affected by precisely the same LOD joins that many modders are faced with; mis-joins between quads, non-existent islands barring rivers, slopes that are suddenly cut sheer, sometimes even gaping holes in the land.
Some of these effects are less noticable on the ground due to tree cover, but they still frequently show up and look plain weird when they do.
This could be because the LOD mesh is taken from an approximation of the heightmap for each quad, rather than an approximation made of the entire heightmap before creating the mesh for the quad. If so it's fixable with a wiser LOD mesh generator. If not it could be a more fundamental problem with the game engine ...
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