" Matt Peckham " has just enough knowledge to not know the difference. He has enough knowledge to know the elements in play, but clearly lacks the higher knowledge on the details of technical requirements involved. Distant LOS is really important, but there a massive number of techniques out there that can do LOD outside of the basic vertex reduction and Mipmapping. Priority object, scaling FPS, billboard modeling are just a few that rarely sees use. Especially Billboard modeling, I have never seen that one used outside tech demos.
From personal game play experience over the last 20 years a very FAR terrain is doable. Even in city environments.
Squilliam: On Vgcharts its a commonly accepted practice to twist the bounds of plausibility in order to support your argument or agenda so I think its pretty cool that this gives me the precedent to say whatever I damn well please.







