unity performance technique - low res rendering of low poly things - possible to replicate in UE?

This article on a unity performance tip caught my eye yesterday as I have a similar problem with my mobile game - I have a lot of low poly stuff to render. I can mess with my draw distance to get the frames up but then things pop and it kind of looks bad.

Is there a way to achieve the same effect (outside of my ideal view range is rendered at low res) and this not being a expensive shader effect but a cheap rendering method?