General:
Enabled - mod toggle.
Level of Detail - level of detail of architecture and decorations.
Categories:
Proxy Meshes - draw distance of distant (low-res) objects.
Lights - draw distance of placed lights.
Decals - draw distance of projected textures (e.g. cracks, dirt, wetness and so on).
Entities - draw distance and level of detail of complex objects (as of 2.8 it only affects street lamps and pedestrian crossings).
Terrain - level of detail of terrain tiles.
Debris - draw distance of objects procedurally scattered on the ground (e.g. cardboards, paper trash, food and so on).
Roads - level of detail of roads.
Particles - draw distance of effects (e.g. smoke, fire, sparks and so on).
Additional info:
- Mod is compatible with my LOD mods. They do different things!
- Reload a save after applying the settings!
Default settings are configured with RT/PT in mind! Higher settings will cause shadows flickering (area dependant).
VERY Important:
Since PL introduction, the game has a really bad stability issue, that makes it load big chunks of the world and never unload them. This on it's own is responsible for most seemingly "random" crashes people can experience in vanilla game traversing the map (like when you go from Japan Town to Lizzies). Fun part about this - it's not a constant problem that exists throughout the whole game... Instead it's something that can be triggered by a quest. And can be "fixed" by completing it. However, the list of quest-triggers is rather big. I've tried reporting it to CDPR, but the only way to actually show the issue - using mods. And using mods - you go **ck yourself, simple as that. Anyway, why: this bug makes the experience with draw distance mod a complete mess, resulting in all kinds of visual problems and CTDs. And there is no point in reporting things to me when bug happens. So i'd like to show you a guide on how to check if your current save is unstable:
Enter photomode (this way you don't immediately fall through the map)
Use this command in CET console:
GameOptions.SetBool("Streaming", "ForceUnstream", true)
If your save is fine atm - world will unload completely except for distant traffic/crowds:
demonstration
If your save is borked - world won't unload properly:
demonstration 2
All this is only possible thx to psiberx's codeware functionality.