- Triangle strips - Remove as much per-vertex information as possible - memory bottlenecks for large meshes can kill perf - UV - Position - etc - [[LOD]] SInking - Overlay the lower level of details with the higher ones by warping the lower meshes so that they don't stick up through the higher levels - Use occlusion to avoid rendering the hidden layers - May be possible to cut out regions as well? - In order to hide transitions between level of details it can be useful to employ foliage or fog - Dynamic mesh changes - This is harder to pull off, but involves increasing the available triangle for a given mesh segment, no need for sinking per se, but matching up triangle edges can be difficult and cause visible changes in terrain across LODs - Particularly useful for planetary models and situations where there is simply no way to hide the transitions # References ```cardlink url: https://youtu.be/5zlfJW2VGLM title: "When Your Game Is Bad But Your Optimisation Is Genius" description: "The source code and demos are available here: https://patreon.com/vercidiumAn extra heightmap renderer is available here: https://github.com/vercidium-patreo..." host: youtu.be favicon: https://www.youtube.com/s/desktop/f893a131/img/logos/favicon_32x32.png image: https://i.ytimg.com/vi/5zlfJW2VGLM/hqdefault.jpg ```