Dynamic 3D meshes are crucial for immersive Virtual Reality (VR)applications, but rendering multiple high-quality meshes in WebVR environments is challenging due to limited GPU memory and computational resources. This paper presents a QoE-aware adaptive rendering framework that jointly considers perceptual quality, geometric complexity, and GPU memory constraints for Level of Detail(LoD) allocation. The LoD selection is formulated as a constrained optimization problem to maximize overall QoE under available resource budgets. Experimental results on a Meta Quest 2 head-set show that the proposed framework improves scene scalability, increases the number of rendered meshes by 8Ă— while maintaining comparable runtime performance to conventional approaches and achieving better perceptual quality under varying GPU memory constraints.