Skip to content

Do low-poly props need LODs?

Often not, and shipping them anyway can cost you more than it saves. LODs pay off on props that appear many times at varying distance, or on anything above a few thousand triangles. For a 700-triangle desk tray, the swap logic and extra memory are worse than just drawing it.

Usually not, and the honest version of this answer is one that most asset packs will not give you, because “includes LODs” is a bullet point that sells.

An LOD chain earns its place when the geometry it removes costs more than the machinery it adds. On a stylized prop of a few hundred triangles, it frequently does not.

What an LOD actually costs

It is not free. Each level is:

  • more memory and disk — two extra meshes per asset, resident whether or not they are drawn;
  • more import and build time, multiplied by every asset in the pack;
  • a swap the engine has to evaluate every frame per instance, plus a pop the player may notice;
  • another thing to get wrong — an LOD1 with a different pivot, a missing UV set, or a silhouette that changes at the transition is a bug that only appears at one specific camera distance.

Against that, the saving is triangles the GPU was not struggling with. Refer back to why materials matter more than triangles: if your scene is CPU-bound on draw calls, LODs save you nothing at all, because the draw call happens whichever level is selected.

When they do pay

  • High instance count. Forty chairs in a hall, a hundred books on shelves, street furniture down a whole block. The saving multiplies; the cost does not.
  • Above a few thousand triangles. A 4,000-triangle armchair at the far end of a room genuinely does not need 4,000 triangles. A 400-triangle tray does not care.
  • Large screen-space variation. A prop the player sees both at arm’s length and from across the level.
  • Anything with dense repeating detail — a bookcase full of individual books is a good LOD candidate even at a modest triangle count, because the detail is invisible at distance and the geometry is not.
  • VR and mobile, where the budget is tighter and the win is proportionally larger.

When they do not

  • Props under roughly a thousand triangles that appear a handful of times.
  • Anything the player only ever sees close — desk clutter in a first-person scene.
  • Scenes that are already CPU-bound. Fix your batching first; the LODs will not help.
  • Props with a silhouette so simple that LOD1 is barely different from LOD0. If you cannot make a meaningfully cheaper version, there is no version to make.

What to check in a pack that advertises LODs

  • The triangle counts per level. If LOD1 is 90% of LOD0, the chain is decoration. A useful LOD1 is roughly half; LOD2 is roughly a quarter.
  • The pivot is identical across levels. A shifted pivot makes the prop jump at the transition.
  • The silhouette holds. Decimation that eats a chair’s armrest produces a visible pop, and the fix is authoring the level rather than turning a slider.
  • Whether the collision follows. Collision should stay on LOD0’s hull and not swap.

What we ship, plainly

Our pack ships an LOD1/LOD2 chain where the budget makes it worth having, following the standard _LOD suffix convention that Unreal and Unity both read.

For a good part of the set — the median asset is 672 triangles — that chain is a convenience rather than a saving, and we would rather say that than let the bullet point imply a performance win it does not deliver. Where it matters is the upholstered pieces and the bookcase: the armchair, the desk chair, the telephone and the book-filled shelves are the assets where LOD1 does real work.

Updated 13 August 2026 · LeftPunch Studio

Related

We write these while building. The pack they come from — a 1960s office set of 110 props plus a 30-module architecture kit — is in production and every prop's audit verdict is published, including the ones that failed.

See the pack