Level Of Detail (LOD) and Performance Optimisation


Nailing performance optimisation is fundamental for a calculations heavy game like Power Network Tycoon. There is so much running in the background, combine that with the procedural generation elements and graphics and the game can run pretty sluggishly very quickly. One of the ways I set out to combat this and have the game run as smoothly as possible, especially on older hardware, was to play with the Level of Detail (LOD). 

What is LOD?

In 3D games, Level of Detail is a technique that swaps out high-detail models for simpler ones as they get farther away from the camera. The goal is to reduce the load on your system without sacrificing how the game looks.

Basically, when you're zoomed out, you don’t need all the tiny details on every building or substation, so the game smartly uses a lighter version instead. The result is better frame rates, especially as your grid grows and the screen fills up with stuff.

How It Works in Power Network Tycoon

In Power Network Tycoon, each major asset like generators, poles, grid batteries, and even houses now has multiple LOD versions:

  • Up close: full model with all the details
  • Mid-range: slightly simplified version
  • Far away: very basic shape

Why This Matters

As you build bigger and more complex networks, LOD becomes crucial for keeping things running efficiently. Without it, zooming out to see your whole power grid could tank performance. With it, you get the best of both worlds: solid performance and good visuals at any scale. Since I’m working with a low-poly aesthetic, the transition between LODs is pretty seamless. It actually fits the style really well. It’s clean, minimal shapes that hold up from a distance, but still show personality up close. 

Some of my in-game assets were purchased from artists but others I made myself, as I don’t think I’m a great artist myself, but it was an interesting process to try make all the LOD myself, as they were much simpler (big blocks, stuck together in shapes that represent things like trees or buildings). For some things like rocks, I left them as is. They really couldn’t get much simpler.

I’m continuing to tweak LOD distances and transitions to make them feel as smooth as possible. I also implemented an adaptive LOD, where the game adjusts detail dynamically based on the chosen graphics setting e.g. Ultra for minimal LOD changes unless super zoomed out. I’ve tried the idea of having it also adapt the framerate to how many LOD levels to show, but it felt too complicated. Sometimes I find I can put a lot of time into optimising something but in the end, the code to optimise it is negligible and may make the game harder to maintain, debug etc.

As always, thanks for playing, testing, and sending feedback, it helps shape every little (level of) detail of this game.

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