IT lexicon › Hardware › Draw distance

Draw distance

Hardware På svenska → Updated: 2026-10-24

The distance from the camera beyond which geometry is no longer drawn — hidden behind fog or clipped away entirely.

Every camera has a far clip plane in its view frustum; nothing past it gets drawn. On early consoles that distance was brutally short, and fog became the standard trick for hiding the edge where the world ran out — Turok (1997) and Silent Hill (1999) built their whole atmosphere around that very constraint.

Modern hardware pushes the plane far out, but draw distance is still one of the cheapest levers on frame rate. It works together with LOD, frustum culling and content streaming, and when a chunk of the world shows up too late, the player sees pop-in.

← Back to the lexicon