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Unity-Technologies
AutoLOD
C#2023–2023
Unity-Technologies / AutoLOD

AutoLOD

Automatic LOD generation + scene optimization

2Distinct people
2Mentions
0Explicit recommenders
2.1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Automatic LOD generation + scene optimization

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 12:45:45 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by hour2 dated mentions

Observed mentions: 2023-11-05 22:29:37 UTC to 2023-11-06 08:37:12 UTC.

012023-11-05 22:00:00 UTC to 2023-11-05 23:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsNov 5, 22:002023-11-05 23:00:00 UTC to 2023-11-06 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-11-06 00:00:00 UTC to 2023-11-06 01:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-11-06 01:00:00 UTC to 2023-11-06 02:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-11-06 02:00:00 UTC to 2023-11-06 03:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-11-06 03:00:00 UTC to 2023-11-06 04:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsNov 6, 03:002023-11-06 04:00:00 UTC to 2023-11-06 05:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-11-06 05:00:00 UTC to 2023-11-06 06:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-11-06 06:00:00 UTC to 2023-11-06 07:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-11-06 07:00:00 UTC to 2023-11-06 08:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-11-06 08:00:00 UTC to 2023-11-06 09:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsNov 6, 08:00

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Nov 5, 22:002023-11-05 22:00:00 UTC2023-11-05 23:00:00 UTC101
Nov 5, 23:002023-11-05 23:00:00 UTC2023-11-06 00:00:00 UTC000
Nov 6, 00:002023-11-06 00:00:00 UTC2023-11-06 01:00:00 UTC000
Nov 6, 01:002023-11-06 01:00:00 UTC2023-11-06 02:00:00 UTC000
Nov 6, 02:002023-11-06 02:00:00 UTC2023-11-06 03:00:00 UTC000
Nov 6, 03:002023-11-06 03:00:00 UTC2023-11-06 04:00:00 UTC000
Nov 6, 04:002023-11-06 04:00:00 UTC2023-11-06 05:00:00 UTC000
Nov 6, 05:002023-11-06 05:00:00 UTC2023-11-06 06:00:00 UTC000
Nov 6, 06:002023-11-06 06:00:00 UTC2023-11-06 07:00:00 UTC000
Nov 6, 07:002023-11-06 07:00:00 UTC2023-11-06 08:00:00 UTC000
Nov 6, 08:002023-11-06 08:00:00 UTC2023-11-06 09:00:00 UTC101

What Hacker News says

2 sources
> The issues are luckily quite easy to fix, both by creating more LOD variants and by improving the culling system How many polygons are there with and without e.g. AutoLOD/InstaLOD? An LLM can probably be trained to simplify meshes and create LOD variants with e.g. UnityMeshSimplifier? Whinarn/UnityMeshSimplifier: https://github.com/Whinarn/UnityMeshSimplifier : > Mesh simplification for Unity. The project is deeply based on the Fast Quadric Mesh Simplification algorithm, but rewritten entirely in C# and released under the MIT license. Mesh.Optimize: https://docs.unity3d.com/ScriptReference/Mesh.Optimize.html Unity-Technologies/AutoLOD: https://github.com/Unity-Technologies/AutoLOD "Unity Labs: AutoLOD - Experimenting with automatic performance improvements" https://blog.unity.com/technology/unity-labs-autolod-experim... InstaLOD: http
Read the rest
s://github.com/InstaLOD "Simulated Mesh Simplifier": https://github.com/Unity-Technologies/AutoLOD/issues/4 : > Yes, we had started work on a GPU-accelerated simplifier using QEM, but it was not robust enough to release. "Any chance of getting official support now that Unreal has shown off it's AutoLOD?" https://github.com/Unity-Technologies/AutoLOD/issues/71#issu... : > "UE4 has had automatic LOD generation since it first released - I was honestly baffled when I realized that Unity was missing what I had assumed to be a basic feature.* > Note that Nanite (which I assume you're referring to) is not a LOD system, despite being similar in the basic goal of not rendering as many polygons for distant objects. "Unity: Feature Request: Auto - LOD" (2023-05) https://forum.unity.com/threads/auto-lod.1440610/ "Discussion about Virtualized Geometry (as introduced by UE5)" https://github.com/godotengine/godot-proposals/issues/2793 UE5 Unreal Engine 5 docs > Rendering features > Nanite: https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Na... Unity-GPU-Based-Occlusion-Culling: https://github.com/przemyslawzaworski/Unity-GPU-Based-Occlus...
In Why Cities: Skylines 2 performs poorly
Out of the box, it only has manual LOD support for meshes: https://docs.unity3d.com/Manual/importing-lod-meshes.html (where you create the models yourself) They played around with the idea of automatic LOD, but the repo they had hasn't gotten updated in a while: https://github.com/Unity-Technologies/AutoLOD The closest to that would be looking at assets on the Asset Store, for example: https://assetstore.unity.com/packages/tools/utilities/poly-f... An exception to that is something like the terrain, which generates the model on the fly and decreases detail for further away chunks as necessary, but that's pretty much the same with the other engines (except for Godot, which doesn't have a terrain solution built in, but the terrain plugins do have that functionality). I guess in Unity's case you can still get that functionality with bought a
Read the rest
ssets, which won't be an issue for most studios (provided that the assets get updated and aren't a liability in that way), but might be for someone who just wants that functionality for free.
In Why Cities: Skylines 2 performs poorly

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