Level of Detail on meshes
Using large models comprising multiple meshes can lead to a loss in graphics performance, to fix this problem you can use the level-of-detail (LOD) approach in VRGS.
Right click on the mesh, and select
As you move further away from a mesh in the 3D view, progressively simpler versions of the mesh are displayed. The further away the viewer is from the mesh, the fewer triangles need to be rendered. VRGS uses the average triangle size in a mesh to decide when to transition to the nest level of detail. When the average triangle size of the current LOD drops to 1 pixel on the screen, then the switch to the next LOD layer occurs. This approach to deciding the LOD level minimises the "popping" effect you sometimes see when the LOD changes.
You can change the distance of the LOD transitions but modifying the LOD factor in the mesh properties. This is a dimensionless scale factor, with 1 being the default. Make the LOD factor to make transitions occur closer to the viewer. This can increase performance (FPS) but also increases the popping effect.
To get a better understanding of how the LOD works, switch on "wireframe" in the triangular mesh group properties to see the individual triangles outlined.