
There is a toal of 1311 sublevels (1km*1km*1km) visible at any time on screen. They are sorted in a big cube pattern of 11x11x11 chunks (11km * 11 *km * 11km), with the player always at the middle of the bigcube (after streaming and level shifting). View range is therefore 5.5 km in every direction, including up and down.
The 11km*11km*11km big cube is itself on a tiny fraction of the whole game world, which consists actually of about 10.000*10.000*2 = 200 Mio. of these big cubes. The position of each sublevel in this superstructure is used for filling it procedurally (seed based) with content.
Each sublevel (1*1*1) holds 512 actors (which is quite sparse, so many actors will be scaled rather big for floors, high walls and connections to neighbouring sublevels).
Full shadow detail in about 2.0 km around player. Afterwards HISM instead of full actors (exchanged with full actors during streaming).
Frame rate at 1440p is between 50 to 70 FPS on an AMD 3900 with a 3080 RTX card, raytracing all on (inlcuding GI, Shadows, Reflections and AO, just without transluceny).
This is the framework in which I will now try to hammer more details in, let's see
