When the camera FOV decreases, the distances should be multiplied accordingly so distant objects still look detailed. The user-supplied camera distances will be specified for the default camera FOV (which is 70 in Godot 3.2.x).
There should be a project setting to disable this LOD adjustment in case it's not desired (e.g. for a game where the FOV is only changed for aesthetic reasons).
I've also considered using screen density-based LOD calculations, but they have an additional performance cost and some downsides (such as making high-resolution gaming even slower than it would be otherwise).
When the camera FOV decreases, the distances should be multiplied accordingly so distant objects still look detailed. The user-supplied camera distances will be specified for the default camera FOV (which is 70 in Godot 3.2.x).
There should be a project setting to disable this LOD adjustment in case it's not desired (e.g. for a game where the FOV is only changed for aesthetic reasons).
I've also considered using screen density-based LOD calculations, but they have an additional performance cost and some downsides (such as making high-resolution gaming even slower than it would be otherwise).