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One thing that can help slightly is to turn off the forward bias of the voxel volume, but it isn't a full answer and results in more 'pop in' when walking around. I don't yet know the full answer to this, and I already basically reached my cap of current skills when rewriting everything for performance, so I have to learn more shader magics before I will be able to come up with something.
I looked into cascaded maps (original SEGI had a WIP implementation of it) but this isn't the (full) answer here either, because the larger voxels at distance end up causing their even stranger artifacts since much of the lighting contributions we're replicating is from emissive objects and not purely the sun bounce lighting. The answer is yet something else
The annoying thing is while running around you see some change on the edge and think something happened.
Segi plus now supports Vulkan natively so you can use -force-vulkan which has better performance than through dxvk (when you don't use a flag and it does its rendering in Dx11.1 through this translation layer)
There are other quirks of Vulkan not fixed here in the base game, but performance improvement is real