Controls how far world cells, textures and objects are loaded around the player.
FPS
Low
Visual
Medium
VRAM
Very high
CPU
High
Latency
None
What it does
Controls how far world cells, textures and objects are loaded around the player. Higher values can reduce pop-in but increase memory and CPU pressure.
Games may also call it: Streaming Distance, World Streaming, Cell Loading Distance
Decision guide
Lower it when
Lower it when memory use is near the device limit, traversal stutters, or assets stream late.
Keep it high when
Keep it higher when the effect supports the art direction and performance remains stable.
Handheld advice
On handhelds, test this in the busiest area rather than an empty scene; CPU-heavy options often show up in 1% lows before average FPS.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
Higher values can reduce pop-in but increase memory and CPU pressure. This score is an editorial cross-game estimate, not a measured result for every engine.