Milliseconds per frame spent generating tiles, nearest first.
The kinds of objects to scatter.
Fractional band around LOD distances that an instance must cross before switching level (stops flicker).
Nothing is generated beyond this distance from the camera (each layer also stops at its last LOD distance).
How far (metres) the camera moves before instances are re-sorted into levels of detail.
World seed. Same seed + same layers = same placement.
Edge length of a streaming tile, in metres.
Every setting of a Scatter.