Thank you for the answer. Reminding me the quad covering gives me a clearer picture over subject. May I return to my expaction with mesh rules to understand it better?
IF (not when) there is a rule for a grass which defined as "L1/Bb1/none/none VWD Nearlod" and since Nearlod=11 its border at 6th cell from PC's location, may I assume grass LOD would ends on the border of 3rd 4x4 from my PC's location at maximum. From corner of PC's 4x4 to another 2 4x4 or safe to say 8x8 since NearLOD gives me a coverage of 6 cell on direction. I hope I ask clearly. And under this circumstance, do you have or can say a calculated guess on performance?
Or, From my current ini:
[TerrainManager]
bShowLODInEditor=1
fBlockLevel0Distance=46443
fBlockLevel1Distance=69665
fBlockMaximumDistance=92887
fSplitDistanceMult=1.089
fTreeLoadDistance=75000.0000
So even with a grass mesh rule, since "fTreeLoadDistance=75000" which approximately 18cell in this case and being grass lods placed in *btt files with trees, different distance for grass and tree lods cannot be define but only how grass lod would be seen. Can you correct me on this?
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About the occlusion, I generally prefer different steps for a fail-safe and easier to intervene in case of user error which "height:100" in my case. This is why I stayed with xlodgen's occlusion.
Since I created my terrain lods only for Tamriel and DLC2SolstheimWorld with xlodgen and if it matters I also use Open-Cities, please mind me to say this I wouldn't bother using different worldspace settings for occlusion of dyndolod. My assumption is if the result of creating a terrain lod for a worldspace is negligible then not bother with its occlusion and I consider dyndolod's different occlusions for different worlspace setting as a proof of concept for a great tool. So does creating occlusion for other or all of the worldspaces and also using dyndolod for this has current advantages?
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Let me declare this as a note: excuse me if I misspoke or sound rude on 2nd part. This isn't my intention and English isn't my first language.