71 · Performance · 3D

Level of detail (LOD)

Simpler models when things are far away.

A 50,000 triangle statue 200 m away covers a few pixels. LOD swaps in simpler versions of a mesh as it gets smaller on screen, and eventually a flat impostor or nothing. Switching by screen size (not raw distance) and fading or adding hysteresis stops visible popping.

←→ steer · L LOD · C colour by level◀ ▶ to steer

Try this: Fly through the forest and dodge trees. With LOD off every tree costs 5,120 triangles, even tiny far ones, and it stutters. Turn LOD on, then colour by level to see far trees go simple.

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LOD off: tiny far-away trees still cost 5,120 triangles each. Feel the stutter.

Prompt bit

Works for 2D or 3D in any engine (Unity, Unreal, Godot, web). Paste the short one for a quick fix, or the detailed one when you want it done properly.

Add LODs to detailed meshes: 3 or 4 levels at about 50% fewer triangles each, switch by screen-height percentage rather than distance, crossfade over 0.25 s or add hysteresis so objects at the threshold never flicker, and cull entirely below 1% of screen height.

44 words · one sentence to paste as is

Where it's used

Common mistakes

Switching by world distance so changing FOV breaks it, LODs that change the silhouette and pop visibly, no hysteresis so objects flicker at the threshold, LODs only on props and not on characters, and no culling for tiny objects.

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