I would love to have the ability to optimize my avatars even further by using hand-made Level of Detail models at a distance. This sounds like it could be easily exploited, but with enough restrictions, avatar creators who want to go the extra mile could optimize their avatars to a ludicrous degree. Perhaps the polygon count on LOD models could be rigidly locked to a percentage value of the avatar's original polycount. For example, LOD1 could be 75%, LOD2 could be 50%, and so on. If I have an avatar that's 70k triangles, then LOD1 would have to be 52,500 triangles or less, and LOD2 would have to be 35,000 triangles or less. Perhaps LOD models past LOD1 could be forced to only have 1 skinned mesh. LOD models could require that you use the same textures and materials as the main model, to prevent the exploitation of swapping to unoptimized materials. Perhaps the number of custom materials could be reduced to 2, maximum. Maybe the Quest fallback version of a model could just be the lowest custom LOD model instead, if the LOD model in question is optimized enough. If there was a separate Performance Ranking System for LOD models that restricted the ability to upload them if they went over the limit, I don't see this feature being exploited. At worst, most users would ignore it, and automatically generated LODs could be used instead. At best, an avatar could be optimized massively, which could lead to improved performance across the board, especially on Quest or Android. The only downside would be an increased download size, but if the LOD models are forced to use the same textures and materials as the main model, the impact would be negligible.