Rendering with Multiple Frustums in Large Scale Worlds

Can any of the Unity Engine developers chime in please?

I found this article by Avalanche Studios (Just Cause 1,2,3) about rendering large worlds. I have a flight sim I’m developing so I relate to the issues, most notably Z-fighting. They point out 6 issues with Large Scale rendering, but Z-fighting is the main one I’m concerned with.

Their solution is to render with multiple Frustums, far plane, then medium, then near. Here’s the power point on their presentation:
http://cesiumjs.org/massiveworlds/index.html#WorldScaleTerrainRendering

I’ve also been working in Cesium lately, and the same issue applies.

Is there any other method IN UNITY that people use to fix Large Scale rendering problems?

I think one trick is to vary the near plane on the fly…

It made be valuable to look for threads like Logarithmic Z Buffer Issue - Unity Engine - Unity Discussions but I’m not entirely sure what type of z buffer unity has by default.

I built a flight sim previously and its possible to render multiple cameras to work with z fighting issues.
A simple thing is to render a camera with say a near and far clipping plane of 100 to 10000 then render another camera with no clear flag and a clipping plane of 0.01 to 100. This can all be done without any code.

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