I know that func_detail should be used for any brushwork that is not needed for vis blocking, but what about func_lod?
The valve wiki sez func_lod is useful for creating world detail that doesn't need to be drawn far away, for performance reasons.
Note: The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.
Note: The overhead required by this entity is substantial. Use it only for special effects or when fading very dense geometery, and one could then argue, shouldn't that better be a model?
Others have said func_lod should only be used on "a very big structure only" or for all detail-brushwork which isn't visible from afar or can be used as cover.
So, how do the mapcore experts use func_lod (if at all)?
Does using it depend whether you are building a SP or MP level?