been fighting this for a week and I can't find a good answer anywhere so throwing it to the forum.
static mesh LOD transitions are fine, Unity's cross-fade dither works, UE's dithered LOD works, whatever. but the moment you're talking about skinned meshes with skeletons, characters, creatures, anything animated, it all falls apart. the dither pattern is applied in screen space and doesn't account for vertex motion between frames, so on a running character you get this horrible shimmering artifact where the two LOD levels are fighting each other. looks worse than a hard pop in a lot of cases.
the options I've explored so far:
- hard cut when off-screen: works okay for distant background characters, completely useless for anything the player might be watching
- render both LODs for N frames: technically correct cross-fade but you're paying double skinning cost during transition, which is exactly when you can't afford it (lots of characters onscreen = lots of LOD transitions happening at once)
- hand-authored LOD meshes that share topology at key silhouette points: reduces the pop noticeably but god it's a lot of manual work per character
- just... not doing LOD on characters: obviously not viable past a certain scene density
I've heard people mention using SkinnedMeshRenderer.BakeMesh to snapshot a frame and blend to the new LOD from a static capture, which is interesting but feels janky and probably has its own artifacts.
UE seems to handle this slightly better out of the box but I can't tell if that's actual tech or if Epic just tunes the transition distances so it's less noticeable.
what are people actually shipping with? is there a pattern here I'm completely missing or is everyone just quietly eating the pop and hoping players don't notice?