Found the solution. I stopped using dithering LOD transition as that wasn’t helping. I went into the foliage settings and selected the proper foliage type.
Using proper LOD levels that minimise pop and triangle count, billboards, decreasing foliage density, layering multiple grass types that have their own separate cull distances.
As you can see here, I have 2 foliage types, one that is shown at the distance that inherently has a small tris count and its density is set quite low as to look good at distance, while another that has more triangles but isn’t rendered until the player is near it https://i.gyazo.com/a424ed3924fed50dbbf1051a195ccc3c.png