This paper aims to address what is a suitable real-time crowd rendering implementation from a performance standpoint, with smartphones as the target platform. Among the most prominent approaches are the polygon LoD character representation along with skeletal animations, likely extended through further acceleration techniques. In this paper a polygon LoD system and a DOTS system using GPU instancing was implemented with Unity, arranging different test scenarios later built using Xcode on an iPhone 6S and an iPhone XR. The results from the different scenarios and builds are represented through multiple graphs focusing on the obtained frame rate, CPU usage and GPU usage. The DOTS system proved to outperform the LoD system in six out of eight scenarios with the iPhone XR yielding better performance. With the concepts of LoD and DOTS not being mutually exclusive, one concept could benefit from the other, seeing how the LoD system is more robust with variation and the DOTS system with the number of characters increases.