@ RetroBooster An idea concerning: 3x3 or 27x27
Something I have thought of doing with an outdoor scene is using a very close high quality scene while moving through a scene,
and then when one stops moving for a certain amount of time, have the scene start filling in into the distance.
Also if one is climbing up a hill or mountain, after getting to a certain height above the ground,
where distance matters, have the scene start filling in.
In both these cases the frame rate would not be a factor, climbing a mountain is expected to be slower than walking
on a level surface. Another time for larger scenes is when turning around past a certain point.
Also when one is walking in the real world, you don't notice distant objects as much because you are so busy watching your steps,
so you don't trip on something. But when you stop to take in the scenery, then distance matters.
And after having stopped for a while, the distance view could be projected as a horizon on a sky box,
so it's still there after you start moving. So rendering in the distance would only be done periodically.
On the other side: While walking through a forest, a closeup detailed scene is best.
Also, while in the woods one doesn't expect a fast frame rate either. Running in the woods isn't a good idea.
So maybe the ability to dynamically choose between 3x3 or something farther.
I have tried this approach with Blitz's terrain function, and the distance view fills in almost instantly.
I used 1500 units of distance while walkiing and when I stopped for 2 secs, I had it do 300,000 units.
I never started the skybox idea, because I decided the Terrain function was to limited, because of a lack of texturing ability.
If there was a way to tile a blitz terrain of any size, with different texture tiles, my problems would be over.
These were just ideas for your consideration, for the Storm Terrain Engine.
Something I have thought of doing with an outdoor scene is using a very close high quality scene while moving through a scene,
and then when one stops moving for a certain amount of time, have the scene start filling in into the distance.
Also if one is climbing up a hill or mountain, after getting to a certain height above the ground,
where distance matters, have the scene start filling in.
In both these cases the frame rate would not be a factor, climbing a mountain is expected to be slower than walking
on a level surface. Another time for larger scenes is when turning around past a certain point.
Also when one is walking in the real world, you don't notice distant objects as much because you are so busy watching your steps,
so you don't trip on something. But when you stop to take in the scenery, then distance matters.
And after having stopped for a while, the distance view could be projected as a horizon on a sky box,
so it's still there after you start moving. So rendering in the distance would only be done periodically.
On the other side: While walking through a forest, a closeup detailed scene is best.
Also, while in the woods one doesn't expect a fast frame rate either. Running in the woods isn't a good idea.
So maybe the ability to dynamically choose between 3x3 or something farther.
I have tried this approach with Blitz's terrain function, and the distance view fills in almost instantly.
I used 1500 units of distance while walkiing and when I stopped for 2 secs, I had it do 300,000 units.
I never started the skybox idea, because I decided the Terrain function was to limited, because of a lack of texturing ability.
If there was a way to tile a blitz terrain of any size, with different texture tiles, my problems would be over.
These were just ideas for your consideration, for the Storm Terrain Engine.