Is there any ETA on when there will be support for dynamic changes to models? Or if thats not for awhile it’d be nice to have a method on models to “refresh” their LOD
Update:
The SLIM transcoders are back online and the system should be behaving normally again for new SLIM models. If you are still noticing issues, please post below!
Thanks,
SLIM Team
SLIM unfortunately won’t affect Terrain Streaming at this time.
That being said, for the trees, are you already using SLIM on them, or is that normal streaming?
Thanks for the detailed response!
is SLIM for terrain actively planned, or is it a distant dream currently?
has something happened to slim? 3 mil triangles and 500 drawcalls should cause cpu to go to 17ms. and without it 80mil triangles and 500 drawcalls is 10 ms. something must have happened
this is all i could see in the micro profiler
1/5 of that is gameplay and rest is something i couldnt find in micro profiler
The only thing that should have changed for SLIM recently was the fix here. This made it possible for more models to be SLIMmed.
It’s not something on the current Roadmap, but we we will take a note of it as a future improvement we could make ![]()
I’ve heard that StreamingEnabled increases ping to unbearable amounts in some games, would SLIM cause this ping to increase further, or has the issue been resolved and it’s merely an echo of previous problems?
Additionally, in a game such as Arcane Odyssey, would StreamingEnabled & SLIM benefit? It currently doesn’t utilize neither due to the fact the creator complained about ping, rounding back to my previous question.
SLIM doesn’t exactly change the way streaming works. It just shows a lower-quality asset while an asset is streamed out [an improvement to StreamingMesh].
If there are issues related to Streaming specifically, this wouldn’t fix that.
That being said, we’ll pass the feedback along, thanks ![]()
SLIM has been a game changer for the way I build maps. Previously, I didn’t bother adding details such as mountains in the background as I knew that they would be streamed out as soon as the player got further away (and I didn’t want to set many things to be persistent as I only do that for things that are essential to gameplay).
Previously, these mountains would look great when you were close up but as soon as you drive away from them, they would unload. By having SLIM models, they can stay visible but with a lower fidelity model, which is a great compromise for visual fidelity and performance. Now I can build my maps to make them look like they aren’t just floating islands since I can always set background objects to use SLIM and have them always be there and use a lower fidelity model to preserve memory.
My only wishes for this new system is to be able to control what assets use a SLIM model manually on a granular level. For example, I would always have background elements be a SLIM model since I don’t care how they look close up.
Other than that, I’ve seen great performance increases from using it on my PC and again when I tested on my ROG Xbox Ally, and will be helpful for supporting devices such as that and lower end mobile devices / laptops.
You can set the LevelOfDetail property to SLIM only for the background model instances.

