Cheers for the info, however this doesn’t fix the issue. (I tried setting objects to 3+ vales and generally having a play around with the value)
As mentioned above this isn’t so much an issue with the Mesh DistanceFields, but specifically with the DistanceField shadowing.
When the frustum size is changed (Particularly via a FOV change) the DistanceField shadowing breaks for a frame across the ENTIRETY of the scene. (Not just a specific set of meshes) This seems as though the Distance field shadows don’t get calculated correctly/at all before the initial render after the size changes.