Per-pixel surface, not a mesh
There are two standard ways to render metaballs. One is to extract a mesh with marching cubes and draw it, which means rebuilding geometry every frame and quantising the surface onto a grid. The other is to raymarch the field directly in a fragment shader.
The raymarch is cheaper here and considerably more stable. There is no geometry to rebuild, no grid resolution to choose, and no popping when a feature is smaller than a cell. The surface is a pure function of the blob centres, evaluated fresh for every pixel.
The practical result is that close-ups are free. A mesh-based metaball surface reveals its tessellation when you push the camera in; this one is exact at any distance, so the most attractive shot in the mode is also the cheapest.

