@Makkhariel great that you like it and thanks for your feedback!
So let’s try to break this down:
The stars are made to be very large scaled. However, at some point the floating point numbers are too large to handle for the engine, so you shouldn’t work too much at this limit and rather scale down the player area bit more with an own collision sphere f.i…
I am not sure how far the level bounds are a hard limited internally, to limit the max float size the engine can handle. (I had expected, the stars can cross the level bounds, but I’m not sure right now)
The stars itself are not equally distributed, so you can find less dense areas and more dense areas (though these might not be so visible from a distance). So I’d recommend, not to work at the borders too much. (V2 starfield is not infinite out of the box, on the other hand each star is available to query from the cpu and can have a consistent location, V1 on the other has stars as a particle system and can do infinite stars, but does not occlude with V2 nebulas.)
Also you can always use a Skysphere as a Background to keep the illusion of depth (F.i. Paul Bourkes amazing work Representations in Astronomy), this is what we did once (I thought using a Background graphic might be in the plugin as a feature, but not completely sure right now).
Hope that helps. Btw. would you say that the stars (close stars) could be a bit bigger?
Best
Lee
ThD
Ps.: Don’t forget to switch off Auto-Exposure, so the dynamic range of the stars doesn’t get lost