Optimisation and the inner workings of Blitz

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I would recommend reducing the size of your units! You may have future problems with zbuffering and collisions.
Duh? I can't say for the collisions as it clearly depends on the blitz implementation, but for zbuffer, why would there be any problem with big scales? Unless you use very, very big scales (going to the limit of floats precision), all that matters for zfighting issues on todays gfx cards is the ratio "far clipping distance / near clipping distance", meaning that having
CameraRange(cam,1,1000)
or
CameraRange(cam,100,100000); (with entities 100 times bigger)
should give the exact same result.
Any enlightment, Mark? Maybe I've missed some Blitz specific issue, but just can't figure out what.