Chris is right on this one, Zyshaq .. I couldn't get the above to work. It seemed to just scale the particles (rather than the terrain and all the models) and then everything would just rapidly swim left (or right) with subsequent zoom. His multicam approach is the right one .. it's a bit confusing, but to anyone out there facing this same scaling challenge for tabletop dev - Christopher's multicam branch is the way to go for this problem. Christopher, I downloaded your branch and have spent many hours with it .. thank you so much for tackling the problem. Yours is the best approach to solving it, I believe .. so I'm hoping the branch will find its way into the main build soon, as this will be a very common need/problem with so many devs trying to scale cities down into tabletop experiences. Still, I haven't been able to get it to work perfectly (yet). When highly scaled, I can get a lot of drift, which only gets worse and starts to swim. I'm scaling at 0.001x so perhaps moving the virtual cam so far out is what makes it shaky? I know this is one's experience with binoculars - would the same hold true for virtual distance causing increasing levels of inaccuracy? I am also getting two renderings from time to time, one slightly beneath the other, which only really become noticeable after scaling up and down a bunch. If you were turning off the camera in your example, I wasn't able to see where. I tried using clipping planes on one camera and then tried removing a light source for one camera, but no joy. The primary difference between the two cameras in your example seems to be that one has a Depth of 1, while the other has a Depth of -1. If this is why I am seeing one rendering behind the other, I suppose I can change it to a smaller gap between, like 0.1 and -0.1. Would that work? Is there a more elegant (and less CPU-heavy) way to do this, like having one camera not render at all? Thanks again, your code has been hugely helpful.