cheap mesh when it is far
Level of detail, or LOD, swaps a model for a simpler version as it gets farther from the camera. A far object covers only a few pixels, so the extra triangles of the full mesh would not show and only cost GPU time. The rock in the demo drops from 1280 to 80 to 20 triangles as it crosses each distance line.
Add LOD to the props: build three versions at about 100%, 30% and 10% of the triangles, switch between them at set camera distances, and add a 10% hysteresis band so a mesh standing near a threshold does not flicker between levels.