Far away, less is enough.

A LOD (level of detail) is a lighter copy of a model that the engine shows when the model is small on screen. Mipmaps do the same for textures. Watch a LOD Group switch, set its thresholds, make the LODs with Decimate, stop a floor from shimmering, and fit a whole scene in a budget.

STAGE
    3D Viewport
    MMB / LMB drag orbit · Wheel distance
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    KEY IDEAS

    Spend where it shows

    The screen has a fixed number of pixels. Triangles and texels smaller than a pixel cost time and memory and add nothing you can see.

    LOD
    Level of detail: LOD0 is the full model, LOD1, LOD2… are lighter copies. The engine swaps them as the object gets smaller on screen.
    Screen relative height
    How much of the screen height the object fills (%). A LOD Group switches on this number, not on the distance, so it works for any object size and any screen.
    Error in pixels
    How far the lighter mesh is from LOD0, seen on screen. Below about one pixel, nobody can see the change.
    Popping
    The visible jump when a LOD switches too early. Good thresholds and Cross Fade hide it.
    Mipmaps
    Smaller copies of a texture (½, ¼, ⅛…). The GPU reads the one whose texels match the screen pixels: log₂(texels per pixel). They cost +⅓ memory.
    Filtering
    Bilinear reads one mip, Trilinear blends two, Anisotropic keeps floors sharp at grazing angles.