Let me clarify the meaning of these parameters and how they relate to the old r.VXGI.Range.
r.VXGI.VoxelSize is the size of the smallest voxels, in world units. Increasing that will directly increase the range, and slightly degrade performance because more objects now fall into the voxelized region.
r.VXGI.MapSize{X,Y,Z} is the number of voxels on each side of every voxel clip-map volume. It also directly affects the range, but increasing MapSize will make performance much worse (as you observe) as the GPU has to deal with more voxels. Increasing all of MapSizeX,Y,Z by a factor of 2 multiplies the total number of voxels by a factor of 8.
r.VXGI.Range (which is gone) was just a product of MapSize and VoxelSize.
r.VXGI.StackLevels controls the number of clip-map levels (or cascades) in the voxel volume, so setting it 1 higher makes the distance 2x longer; the and default value for StackLevels is 5.
Total world distance covered by VXGI can be calculated as MapSize * VoxelSize * pow(2, StackLevels-1).
Regarding that “fallback color” topic you mentioned: it’s possible to use that in a post-process material. But in 2.0, the confidence value is stored in FScreenSpaceData.VxgiConfidence, instead of VxgiDiffuse.a.