Rigged LOD by screen size + distance, vertex budget per card, decimated intermediate LODs; full detail returns up close (heavy sims only) #561
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sky_line/Slipstream#561
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Context (2026-10-08, PEAK Lounge, ~70 heavy human mesh avatars, RTX 5090): about 30 FPS, GPU-bound (~37 ms GPU).
post_rig8.5 ms).The cull draws every rigged mesh at its finest resident LOD, however far away or small it is on screen. #559 (merged) adds LOD pressure when memory is short; this ticket is about quality-preserving rigged LOD for GPU time and VRAM.
Owner direction:
Also:
Done when: at that venue the frame time drops a lot (target: pass 2 post_rig and pre-skin each well under half), with no visible loss on nearby avatars, no popping when you walk toward someone, and unchanged results in normal scenes.
Shipped in a published release and tested; closing (testing-lane sweep 2026-10-11).