Goku, on 03 November 2017 - 01:18 PM, said:
MSTS probably uses the simplest way to not render DM terrain where standard terrain is. It simply uses different clipping planes for standard and different for DM, for example standard 0-2km and DM 2km-100km.
I seem to remember reading that MSTS uses a curtain, rendering the distant terrain into a flat image that is projected beyond the view distance/clip plane of the normal terrain.
Goku, on 03 November 2017 - 01:18 PM, said:
Open Rails renders the distance terrain into 3D space, just like normal terrain, but rather than clipping the distant terrain at exactly the normal terrain viewing distance, we clip 500m closer, and then reset the depth buffer before rendering normal terrain. We also clip the normal terrain in the shader (not the face-clip method you mentioned), by adding a fade-out at the appropriate distance from the camera (this means we get a curved clip which looks nicer IMHO). All this means the normal terrain is overlapping the distant terrain, no matter the actual elevations, and you should only experience gaps if the distant terrain does not come close enough to overlap with the normal terrain. I don't remember how routes tend to be constructed in this regard though.
Here's a scene from the MSTS in-box route Hisatsu Line (activity Low Fuel) with and without the normal terrain:
https://james-ross.co.uk/temp/Open%20Rails%202017-11-04%2009-41-24.png
https://james-ross.co.uk/temp/Open%20Rails%202017-11-04%2009-40-45.png