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The Source 2 visibility system is completely different form the one on the old engine, so boxing things in isn't required anymore. It probaly makes things worse since it needs to calculate visiblity in a larger area.
It's possible to do distance based culling instead. You can change the rendering distance with the Far Z value in the env_gradient_fog entity (not sure if there is any other way). An option might be to set fade values for meshes and props, but I'm not sure is that affects the skybox render too.
Another thing to think about is if you actually need a 3d skybox. The map size doesn't have any hard limit, it is possible to have meshes and static props outside the grid. You just need to turn up the Far Z value to make it render if you need anything huge.
I noticed pushing it and making an enormous map increases the compile size a ton though.
Thanks for the prompt reply, bad news, but I guess if the map doesn't have any hard limits anymore then it's kinda redundant.
A note in the wiki might save some people repeating the same investigations over again, can just anyone, such as me edit the wiki?
I've got a heap more questions on various topics, you might see me around this forum a lot!