Ok…Maybe the following answers my above questions. Someone posted this link (see below) on a recent thread. Excellent article. If I am interpreting it correctly than I think you do take a performance hit on b80 for the end fog setting of 88000UUs. That is you take a hit cause you are rendering way out to 88000UUs, but not because end fog is a non-power of 2.
Source: http://www.lilchips.com/dgunreal/ldro-tutterraindesign.asp
TerrainInfo.TerrainScale.X/Y versus ZoneInfo.DistanceFogEnd
The ZoneInfo.DistanceFogEnd property determines where the engine will start distance culling the terrain sectors*.
For a player positioned at the center of the map (origin X:Y of 0:0), depending on the size of the heightmap and TerrainScale/X/.Y, the DistanceFogEnd may be beyond the edge of the terrain and no distance culling will occur.
The following table lists the distance from a player at origin to the terrain edge, versus the maximum DistanceFogEnd value that will have any culling effect. This is for the common TerrainScale.X/.Y values of 256. All DistanceFogEnd values greater than maximum will simply render the entire terrain in the frustum when the player is at map center origin.
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Additional methods of culling terrain sectors includes using AntiPortals.
Source: http://www.lilchips.com/dgunreal/ldro-tutterraindesign.asp
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