Nxsedit can be used for a number of post-processing operations over a nexus file:
nxsedit [NEXUS INPUT FILE] [OPTIONS]
All operations generate a new nexus leaving the old one untouched.
-i: prints info about the nexus: number of patches, bounding sphere, etc. The number of triangles and vertices includes all the resolutions, you can assume the highest resolution level holds half the total amount
-o : filename of the nexus output file, .nxs is added automatically
-p : filename of the ply output file
-s : extract a subset of the nxs of a given size (in MB), pruning lower error nodes [requires -o]
-e : extract a subset of the nxs pruning nodes with error below the given value [requires -o]
-t : extract a subset of the nxs of a given triangle count, pruning lower error nodes [requires -o]
-l: prune the last level of nodes from the nexus (thus approximately halving the size and the triangle count) [requires -o]
-z: applies a (somewhat lossy) compression algorithm to each patch
-Z pick among compression libs [corto, meco], default corto [requires -z]
-v absolute side of quantization grid [requires -z]
-V number of bits in vertex coordinates when compressing [requires -z]
-Y quantization of luma channel, default 6 [requires -z]
-C quantization of chroma channel, default 6 [requires -z]
-A quantization of alpha channel, default 5 [requires -z]
-N quantization of normals, default 10 [requires -z]
-T quantization of textures, default 0.25 [requires -z]
-Q quantization as a factor of error, default 0.1 [requires -z]