Level of Detail (LOD)
dev-performance-lod-systems
Level of Detail (LOD) techniques for R3F. Use when complex models cause FPS drops.
SKILL.md
Full skill instructions
Level of Detail (LOD)
Reduce polygon count based on distance from camera.
When to Use
Use when:
- FPS drops on zoom out
- Complex models in large scenes
- Mobile devices struggling
Quick Start
import { Detailed } from '@react-three/drei';
function LODTree({ position }) {
return (
<Detailed distances={[0, 20, 50, 100]} position={position}>
{/* Closest - high detail */}
<HighDetailTree />
{/* Medium distance */}
<MediumDetailTree />
{/* Far - low detail */}
<LowDetailTree />
{/* Very far - billboard */}
<mesh>
<planeGeometry args={[1, 2]} />
<meshBasicMaterial map={treeBillboard} transparent />
</mesh>
</Detailed>
);
}
Distance Guidelines
| Distance | Detail Level | Polygons | Use Case |
|---|---|---|---|
| 0-10m | High | 10,000+ | Close inspection |
| 10-30m | Medium | 1,000-5,000 | Normal gameplay |
| 30-60m | Low | 100-500 | Background |
| 60m+ | Billboard | 2 triangles | Distant objects |
LOD Component Models
// High detail - close inspection only
function HighDetailTree() {
return (
<group>
<mesh>
{/* Full trunk with bark texture */}
<cylinderGeometry args={[0.3, 0.5, 4, 16]} />
<meshStandardMaterial map={barkTexture} />
</mesh>
<mesh position={[0, 2, 0]}>
{/* Dense foliage */}
<coneGeometry args={[2, 4, 8]} />
<meshStandardMaterial map={leafTexture} />
</mesh>
</group>
);
}
// Medium detail - gameplay distance
function MediumDetailTree() {
return (
<group>
<mesh>
{/* Simplified trunk */}
<cylinderGeometry args={[0.25, 0.4, 4, 8]} />
<meshStandardMaterial color="brown" />
</mesh>
<mesh position={[0, 2, 0]}>
{/* Simplified foliage */}
<coneGeometry args={[1.8, 4, 6]} />
<meshStandardMaterial color="green" />
</mesh>
</group>
);
}
// Low detail - background
function LowDetailTree() {
return (
<mesh>
{/* Single merged geometry */}
<cylinderGeometry args={[0.2, 1.5, 4, 6]} />
<meshStandardMaterial color="darkgreen" />
</mesh>
);
}
// Billboard - very distant
function BillboardTree() {
return (
<mesh>
<planeGeometry args={[1, 3]} />
<meshBasicMaterial map={treeBillboard} transparent />
</mesh>
);
}
Automatic LOD Generation
import { useGLTF } from '@react-three/drei';
function AutoLOD({ modelPath }) {
const { scene: highDetail } = useGLTF(`${modelPath}_high.glb`);
const { scene: mediumDetail } = useGLTF(`${modelPath}_medium.glb`);
const { scene: lowDetail } = useGLTF(`${modelPath}_low.glb`);
return (
<Detailed distances={[0, 15, 40]}>
<primitive object={highDetail.clone()} />
<primitive object={mediumDetail.clone()} />
<primitive object={lowDetail.clone()} />
</Detailed>
);
}
LOD with Skeletal Animation
// Animated characters need special handling
function LODCharacter() {
// High detail: full rig, many bones
// Low detail: simplified rig, fewer bones
// LODs must share animation structure
const highDetail = useGLTF('/character_high.glb');
const lowDetail = useGLTF('/character_low.glb');
// Clone animations to both models
const animations = highDetail.animations;
return (
<Detailed distances={[0, 25]}>
<primitive object={highDetail.scene} animations={animations} />
<primitive object={lowDetail.scene} animations={animations} />
</Detailed>
);
}
Billboard Optimization
// Use billboards for very distant objects
function BillboardSprite({ texture, position }) {
const mesh = useRef<THREE.Mesh>(null);
useFrame(({ camera }) => {
if (mesh.current) {
// Always face camera
mesh.current.quaternion.copy(camera.quaternion);
}
});
return (
<mesh ref={mesh} position={position}>
<planeGeometry args={[2, 2]} />
<meshBasicMaterial map={texture} transparent />
</mesh>
);
}
Common Mistakes
| ❌ Wrong | ✅ Right |
|---|---|
| Too many LOD levels (>4) | 3-4 levels is sufficient |
| Abrupt distance transitions | Smooth distances (overlap) |
| No billboard for distant objects | Use 2-triangle billboards |
| Creating LODs manually | Use tools like SimplyGLTF |
LOD Creation Tools
- SimplyGLTF - Online LOD generator
- Blender - Manual decimation modifier
- meshoptimizer - Command-line tool
Reference
- performance-basics.md - Core optimization
- instancing.md - Instanced rendering
