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c_lodscalez is built from the rendered FOV (D222), so Video.FovScale moved every model LOD switch, the prop fog fade and the fog-range visibility test closer (x0.58 at 150); half-fogged props such as the Surface windows went fully invisible and flickered while turning. All three now use the game's own FOV (portLodScaleOwnFov); identity at the default FOV.