Landscape sizing question for low to mid poly game

@Ap_Studios
That doesn’t sound right, 255x255 isn’t synonymous with 160sq miles. The resolution on all of those in my original post were 8129x8129 (just near my goal of 8km by 8km). Unless I’m wrong to assume that the landscape resolution is synonymous (at xyz scale of 100) to be 1 unit being 1cm.

Sorry if that threw any of you. Just trying to figure out the most optimum landscape for 8km by 8km for a low poly game. World composition is fine, but it seems that may not always be needed per their docs.

…Components, which are Unreal’s base unit of rendering, visibility calculation, and collision.
*Smaller component sizes allow quicker LOD transitions and also allows for the occlusion of more terrain, but the smaller size necessitates more components.
Each component has a render-thread CPU processing cost and each section is a draw call, so try to keep these numbers to a minimum. For the largest Landscapes, Epic recommends a maximum of 1024 components.
*

With that said, for low poly, if each section doesn’t have much in it then I could leverage a higher number of components and get the quicker LOD transitions (not a big deal for me) and occlude more terrain (very helpful on big maps for me).

@, I also created these in the engine without a hitch :-)