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My first thought (aside from culling) is to perform some sort of distance based level of detail algorithm. I've heard of systems in the past that could selectively remove edges and merge faces to produce lower detail sections on a single mesh, but most systems go for the far simpler method of simply loading in an entirely separate lower detail model once the ...


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The straightforward solution is to simple not render the high poly model at all. Have a lower detail model that you can switch to once the model is too far away for it to make a difference. There is no point in rendering 20 triangles that all end up in the same pixel. Next option is to partition the model and then cull the individual parts. You can also ...


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