Landscape resolution scale perfomance

A question about the performance of worlds.
I have more or less a clear idea. I just want to see opinions.

For example, if a 1024x1024 landscape (although it is not the recommended one) you reduce the scale of X,Y by half, then we would have a 1024x1024 scaled to 512x512, therefore the distance is reduced to 512.
My question comes, does it still weigh the same processing as 1024 or does it weigh 512, mathematically for the engine?

I think that mathematics will not be necessary to solve the doubt, it is not necessary to do calculations, simply that is, if it is more, less or the same processing.

It is said that the scaling of a 3D model is the same from 1 to 10M^inf . I am not so clear, but it is said that it is, at least in all mathematical forums.
“Irony”: I suppose that for the engine it is the same to paint a mesh of a vertex at a scale of 1 than one of 1 to 10M^inf “I suppose it has to be the same as the forums say…”

Note: The “10M^inf” is ironic, because they tell you that scaling has no effect on performance.

Any idea if for the UE a landscape of:
1024x1024 = scaled in x and y -50% = 512x512
2048x2048 = scaling x and y -50% = 1024x1024
…
For UE5 the processing of the initial resolution is the one that counts? or does scaling reduce processing?

It would use the same resources regardless of scale.

I would avoid using 59% X and y though. 50cm per pixel will be demanding due to the amount of landscape tiles you will need to cover the same area.

I personally find that 2m per pixel looks absolutely fine. Allows me to use a 1k heightmap to cover a 2x2km area.

Processing has absolutely nothing to do with anything.

The cost is render calls.

Render calls are determined by the number of landscape components.

The bigger the landscape, the more components.

2x2 is less components than 1x1 so, half the draw calls roughly, and should be the first choiche for large scale things unless you know you need smaller tiles for occlusion (canyon maps).

Whatever settings or scale is applied, the cost of each component is pretty much set in stone, and only worsened by landscape materials.

Changing the LOD distribution can help a bit with tris heavy scenes, but chanches are none of your scenes are that heavy on tris count for it to matter.

In comparison, if you were to create static meshes that were properly optimized for occlusion, you would always get a better result…

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I just did the same test with 2 PCs.
A normal 2022 PC with a decent GPU, decent ram and decent card, is not affected.
A low cost 2018 PC is a little more affected and the fps drop is more observed.

Therefore, it will depend on the PC in question.
Normal PC : Not visible
Low pc: The fps drop is a bit noticeable

Again, this has nothong to do with CPU. Its purely GPU/Rendering locked.