Level of Detail (LOD) systems are supposed to gracefully reduce polygon count as objects get farther from the camera. In theory, it's a smooth transition. In practice? You get this absolute unit of a caracal going from majestic wild cat to eldritch horror and back to normal like it's having an existential crisis.
Game devs spend weeks tweaking LOD transitions so players don't notice the mesh swaps. Then you turn your camera slightly and your companion NPC's face collapses into a lovecraftian nightmare for exactly one frame. Ship it, we'll call it a feature.
Fun fact: LOD was invented in the 1970s, and we're still fighting the same battle—making 3D models look good while not melting your GPU. Some things never change, we just have fancier ways to mess them up now.
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