Object LOD OUT has to be set properly by the track artist, as well as SHADOWS OUT distances. After that it’s about the engine doing the proper Culling and Clipping. You should not really have control on these numbers, as a gamer, whatever the track has been properly optimized or not. Track lodding it is not as car lodding. Not even close. LODs for cars stays for different models for the same parts, but using a scalable amount of tris and details. You can then switch between these different models, through scalable settings, other than the lodding the game is doing to optimize per distance. So, Car LODs are models using different LOD IN and LOD OUT to swap between them. Track LODs are just OUT distances, dropping stuff from the frustum to help a stable framerate along the path at the minimum visual cost.
Multiplying track objects Out Distances, by a factor, to fix few popups you don’t want, isn’t really a smart move. May totally throw the optimization in the water, as those numbers are not linear, but set per object and totally based on the point of view of the driver. Short OUTs will be moved a tad further. Long OUTs will be floored to nonsense numbers. Means you may exceed all max numbers for no valid reason, forcing the car frustum to render everthing along the path, even if it’s FAR away and basically buried by other stuff. As we don’t have polygon occlusion culling, but just object culling, that means the object will stay there until it will leave the frustum.
That is really not an efficient way to solve an early OUT, which may happen, but it should just need a fix, more than an overall controller flooring all values to a crazy number. That is like raising the Master level on a mixer, instead just the single instrument level you’d want to be higher in the mix...pretty much wrong…

You may accept a bit of stutter and up/down framerates when using TV cams (often using some crazy multipliers), but I’m sure you would hate to get stutter along the path, just to fix an object you see popping up too late on the scene.
This would also means introducing another variable in content debug and we already have a TONNES.
We will try raising a tad our OUTs (believe me they are already pretty high), but modders out there should start taking more care of their tracks and working out with those numbers in a more efficient way. I do agree, optimization is boring....(j/k)
