The physical characteristics of current mobile devices impose significant constraints on the processing of 3D graphics. The remote rendering framework is considered a better choice in this regard. However, limited battery life is a critical constraint when using this approach. Earlier methods based on this framework suffered from high transmission frequency. We present a software solution to this problem with a key element, an Adaptive Splitting and Error Handling Mechanism that indirectly reserves the electricity in mobile devices by reducing the transmission frequency. To achieve this goal, a geometric relation is maintained that tightly couples several consecutive Levels of Detail (LOD). Adaptive Splitting can then approximate the LOD from a much coarser split base under the guidance of the relation. Data transmission between the server and mobile device occurs only when out-ranged LOD is about to be displayed. Our remote rendering architecture, based on the above approach, trades splitting process for transmission, thereby alleviating the problem of frequent data transmission.