Lets you associate multiple versions of the same geometry to be replaced in a game engine based on a certain threshold value. This lets you produce a high-quality version of a model for up close and a low-quality version for far away, with multiple versions in between.
At any given time, the LOD group makes it easy to display the appropriate version of the geometry (one child of the level of detail group), depending on either the group’s distance to a camera, or a percentage of screen height.
The following image shows the geometry separated so you can see the resolution differences. Typically your LOD grouped geometries will be stacked exactly on top of one another so that switching from one LOD level to the next occurs seamlessly. For testing purposes, you can temporarily set levels to always display. See Test or preview LODs.