These days I was reading some information about the upcoming GTA V technology, in particular, how it is able to truly render all buildings you can see without a draw distance cap or any faking.
Since I will soon be prototyping a big city environment, I wanted some advice on this topic. We're talking about a really big city, with simple geometry but fully lit and shadowed. My doubt comes in particular to the projection matrix, which imposes a maximum draw distance (the zFar parameter).
Now, at the same time, I read everywhere that zFar should be as small as possible for better rendering results, in particular related to depth buffer issues etc, because of the floating point issues.
So, assuming my computer can render this big city in a stable framerate, how should I approach the problem of rendering parts of the city which I can see REALLY far away, fully lit and shadowed? Shadow maps also seem to have problems with low depth buffer precision..