LOD selection driven by per-level approximation errors: the splat budget is spent where it
removes the most error per splat, using the manifest's error tables when present and errors
derived from splat counts otherwise. This lifts sparse, low-quality regions - sky, distant
background - that distance alone leaves coarse, but it keeps considerably more source data
resident, so memory use is noticeably higher than with GSPLAT_LODMODE_DISTANCE.
LOD selection driven by per-level approximation errors: the splat budget is spent where it removes the most error per splat, using the manifest's error tables when present and errors derived from splat counts otherwise. This lifts sparse, low-quality regions - sky, distant background - that distance alone leaves coarse, but it keeps considerably more source data resident, so memory use is noticeably higher than with GSPLAT_LODMODE_DISTANCE.