9 October 2026 · 5 min read

LODs Explained: Level of Detail in Games

An object that fills half the screen needs fine detail. The same object a hundred meters away is a few pixels and does not. LODs let the game use the right version for each distance.

LODs Explained: Level of Detail in Games

What is an LOD?

LOD stands for level of detail. A model is built in several versions with decreasing polygon counts. The engine swaps between them depending on how big the object appears on screen. The original is called LOD0, then LOD1, LOD2 and so on.

Why use them?

  • Fewer triangles to process for distant objects.
  • Often lower-cost materials at distance (fewer texture maps, simpler shaders).
  • Less shimmering and noise from tiny details when objects are far away.

How many LODs, and how much reduction?

There is no fixed rule, but a common pattern is each level using roughly half of the previous one: LOD1 at ~50%, LOD2 at ~25%, and sometimes a very low final LOD or a flat billboard (impostor) for things like distant trees. Static props that are always close, and most simple mobile objects, do not need LODs at all. Characters and large environment pieces benefit the most.

How LODs are made

  • Manual: the artist rebuilds or removes edge loops. Best quality, essential for hero assets and animated characters.
  • Automatic decimation: tools in Blender, Simplygon, Unreal or Unity reduce polygons by algorithm. Quick for rocks, props and background items.
  • Billboards / impostors: a flat image of the object that always faces the camera, good for foliage at distance.

Switching and popping

If the swap is visible, it is called popping. Reduce it by keeping the silhouette consistent, switching at distances where the change is tiny on screen, and using cross-fade transitions when the engine supports it. Engines choose LODs by screen coverage (what percentage of the screen the object fills), which scales better than raw distance.

Things to watch

  • Keep UVs the same across LODs, or at least compatible, so one material works.
  • Do not forget collision and shadow meshes; they can have their own simpler version.
  • LODs reduce vertex cost but not every kind of cost; they do not fix draw call or overdraw problems.
  • Make LODs only when the profiler says it will help. Extra LODs also cost memory and artist time.

For characters and environments with a performance budget, ask us for LODs when you send your brief.

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