Starting from S2ENGINE HD 1.4.6 B8 version the terrain is divided into tiles.
Each tile represents a small patch of the whole terrain and has more than one level of detail (LOD), used basing on the distance from the camera.
Tiles of the same LOD are drawed in groups of 512 pieces, each tile group is drawed in one shot.
Tiles resolution matches 1:1 the resolution of the heightmap, and it is important to determine the number of total tiles composing the terrain, then the number of draw calls.
For example a 1024x1024 heightmap divided in tiles of 32x32 resolution generates (1024/32 * 1024/32) = 1024 tiles.
Too much tiles means too many draw calls, but too few tiles make the culling system hard to hide no visible tiles, so be carefull when choosing this parameter.
Luckily Tiles resolution is computed automatically when choosing the dimensions of the terrain for optimal performances.
This is the resolution of the Terrain textures layer mask and of the terrain colour map.
It consumes more memory (especially graphics memory) than all the other maps and it is responsible of the terrain texture splatting. Bigger the resolution more details you can paint on the terrain.
This is the maximum height the terrain must have after the heightmap is imported. This value is expressed in centimeters and it can be between 0 and 65536 (655 meters).
If values of the heightmap, after scaling and offseting transformations, are greater than this value they are clamped.
This is the vertical offset from sea level of the heightmap.
The offset is applied before the heightmap is used for displacing the terrain, so it must range between -32768 and 32768 (infact the distance between -32768 and 32768 is just 65536).
if the terrain vertical offset plus the terrain height is greater than 32768, the terrain height is campled.
if the terrain height, after the vertical offset, is smaller than -32768, it is clamped.
This option is marked as deprecated.
Infact to change the terrain vertical position, avoiding clamping, it is convenient to left Y offset to 0 and to use the Heightmap Origin parameter in Terrain properties tool, because it is applied after the terrain displacement.