Well I would not agree that "it" is an absolute failure. The main point of the discussion was the LOD transitions as the camera moves closer to a distant object, but this would also apply to the imposters as well.
It is a balancing act between the excessive rendering of high detail distant objects and getting workable frame rates and other performance metrics.
From a few sources on the subject of LODs and Imposters.
Impostors is a technique used for a background of the game environment to fake 3D objects by using its texture maps and transfer them onto [2D] images or billboards. This way, the number of polygons is much fewer which leads to spending less time to render a scene but the quality of the environment remains almost the same. The key point of this technique is to replace those 3D objects that aren’t in the main focus of the player’s view.
The LOD level approach is also one of the common techniques to simplify the object’s geometry and reduce the number of polygons. For this technique, each object will have its own [usually several] LOD levels and Mesh renderers. However, the LOD level can reduce the quality of the texture and make the environment look more simple than it was planned to be.
Imposters are much, much faster. A high-detail tree could require a thousand triangles, and an imposter is just two (because there are two triangles in a square). Similarly, a tree might draw each pixel multiple times because of its layers of leaves, but an imposter only draws each pixel once.
Interesting to note that imposters have been in use in gaming since about 1990. So for something that is an "absolute failure" it has had an unusually long life.
What would you suggest as an alternative?
It is a balancing act between the excessive rendering of high detail distant objects and getting workable frame rates and other performance metrics.
From a few sources on the subject of LODs and Imposters.
Impostors is a technique used for a background of the game environment to fake 3D objects by using its texture maps and transfer them onto [2D] images or billboards. This way, the number of polygons is much fewer which leads to spending less time to render a scene but the quality of the environment remains almost the same. The key point of this technique is to replace those 3D objects that aren’t in the main focus of the player’s view.
The LOD level approach is also one of the common techniques to simplify the object’s geometry and reduce the number of polygons. For this technique, each object will have its own [usually several] LOD levels and Mesh renderers. However, the LOD level can reduce the quality of the texture and make the environment look more simple than it was planned to be.
Imposters are much, much faster. A high-detail tree could require a thousand triangles, and an imposter is just two (because there are two triangles in a square). Similarly, a tree might draw each pixel multiple times because of its layers of leaves, but an imposter only draws each pixel once.
Interesting to note that imposters have been in use in gaming since about 1990. So for something that is an "absolute failure" it has had an unusually long life.
What would you suggest as an alternative?