I agree that the current priority should be to polish up the existing feature set, but I have one suggestion for beyond the initial release which I think would be useful for low performance targets. That is temporal reprojection (a la Killzone: Shadowfall), a method which provides better image quality than traditional upscaling, and looks nearly identical to a full resolution image under certain conditions. This involves rendering every other vertical line of pixels and switching to the next line every other frame, filling in the empty spaces by predicting movement from motion data on the previous two frames’ pixels. This allows you to focus on rendering only half of the pixels with less expensive image processing on top, possibly offloading it onto whichever processor is less occupied.
I can’t find a paper specifically detailing the method further than the descriptions given by Guerilla’s devs, but I imagine there’s documentation for something similar. This could be a boon for weaker devices, testing in the WebGL viewport, and for gamers in general as such techniques are uncommon on PC platforms, although they offer a decent image for a reasonable compromise.
On a different note, I imagine a short-term solution for LoD would be to manually probe for distance from the camera and destroy/load objects ourselves. I already have a chunked tile-like solution made up so I don’t imagine it would be too difficult to recreate within Armory.