Currently, the grid used by the 3D scene view becomes quite messy in the distance due to perspective.
Other engines fade out the grid with increasing distance.
Comparison:
https://imgur.com/a/j9pzE
Additionally, the Godot lines used for the Grid and X, Y, Z lines tend to alias way more.
I used to work on a prototype for Godot but never took the time to do a PR https://www.youtube.com/watch?v=6jHafwiaFAE&feature=youtu.be
This uses a shader that fades the grid using pixel depth, so it both handles fading in the distance + infinite grids. It also moves when the camera move so you would always see it around.
Very shiny. I'd love to have that in Godot :)
Update: Because of transparency issues (Z glitches) fading out with distance as in Zylann's prototype above is currently not possible.
Maybe at least a hard cutoff after some distance, maybe based on a circle/oval mask centered on the camera position would be better than the current situation?
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I used to work on a prototype for Godot but never took the time to do a PR https://www.youtube.com/watch?v=6jHafwiaFAE&feature=youtu.be
This uses a shader that fades the grid using pixel depth, so it both handles fading in the distance + infinite grids. It also moves when the camera move so you would always see it around.