GROME's vegetation layers have a set of properties controlling visibility range, fade-out distance, and create objects where one model is swapped for a lower detail one (Level of Detail "LOD" collections). It also supports billboards; a term used in computer graphics to describe a textured quad that always faces the camera. A billboard quad is aligned to the camera using a vertex shader on the 3D hardware and can process thousands of billboards very quickly. Most game engines support this kind of object.
GROME vegetation layers are named "Detail" layers since it can render any kind of object such as rocks or debris, not just vegetation.
GROME also divides detail layers into two very distinct types: