It is impossible to perfectly LOD arbitrary geometry. As an object goes 2x further away, the pixel count drops by 2x2 = 4x (x^2). In order to reach constant cost per covered pixel, you would need to drop triangle count by 4x for each 2x increase in distance. This is not practical, unless the mesh is a simple continuous smooth surface (such as a grid). The problem is that you can't reduce silhouette outline polygon count as quickly as you reduce the interior polygon count. The outline pixel count only scales down linearly, so the outline polygon detail can only scale down linearly. As the objects are 3 dimensional and can be looked from any distance, you simply need to threat most polygons as potential silhouette edges. Thus the triangle screen space density actually increases when an object goes to distance, even when it has very well done LODs. Higher draw distance also generally result in more overdraw. Occlusion culling helps more. GPU can do occlusion culling faster (and more energy efficiently) than CPU for massive data sets. Thus GPU based culling will likely get more popular in the future.