LoD3
LoD3 refers to the third level of detail in a series of progressively simplified meshes used to render 3D objects at varying distances. In common practice, models are created with multiple LOD stages, starting at LoD0 with full detail; LoD3 represents a low-polygon version intended for distant or less visible instances. The exact polygon count or vertex budget of LoD3 varies by model and by engine, and may be generated manually by artists or automatically via mesh decimation.
LoD switching is typically distance-based, using the object's bounding box to determine when the camera's distance
In practice, LoD3 is chosen to preserve silhouette and key features while reducing shading and vertex processing.
Limitations include potential visual popping, LOD seams, and inconsistencies with animation if not baked consistently across