After some more work to minimize the stutters, and to optimize the appearance out to a reasonable distance so that the objects don't suddenly pop into existence or change appearance suddenly, I came up with this for ETO at 3840 x 1024.
Scenery
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="4096" RingDim="9" LOD="25" MajorDensity="0.000044"/>
<Ring PatchWorldDim="2048" RingDim="15" LOD="25" MajorDensity="0.000044"/>
<Ring PatchWorldDim="1024" RingDim="23" LOD="75" MajorDensity="0.000044"/>
<Ring PatchWorldDim="512" RingDim="21" LOD="75" MajorDensity="0.000044"/>
<Ring PatchWorldDim="256" RingDim="19" LOD="125" MajorDensity="0.000044"/>
<Ring PatchWorldDim="128" RingDim="17" LOD="125" MajorDensity="0.000044"/>
</Rings>
The density of 0.000044 objects / sq m provides scenery objects spaced out on a 500 ft grid, out to a diameter of about 7-1/4 miles. (PatchWorldDim x RingDim / PI measured in meters.) creating about 4,600 autogenerated objects.
I spent some time doing this again for ETO on my new system. i7 7700K @ 4.6 GHz, 16 Gb DDR4 @ 3.2 GHz, 4 Gb GTX 980, and 100 mHz G-Sync ASUS monitor @ 3440 x 1440.
I tried this
<Budget Name="Five">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="80" LOD="20" MajorDensity="0.00025"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.00025"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.00025"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.00025"/>
</Rings>
</Budget>
versus this
<Budget Name="Five">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="8192" RingDim="10" LOD="20" MajorDensity="0.00025"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.00025"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.00025"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.00025"/>
</Rings>
</Budget>
I was careful to account for AnKor's discovery that the budget files will substitute values from lower budget levels if you try to skip over the intermediate values, so deleted those as required.
Both of the tests look the same in game and provide a density of 647.5 objects / sq mile on a 207 ft grid, which is in the middle of the Residential / Savanna scenery class, out to 26 km (16 miles). This now involves displaying 130,800 autogenerated objects!
In the first case, flying along at 2500 ft everything is nice and smooth with a steady 77 FPS on my system.
In the second case, the game still hits 77 FPS, but suffers from long pauses on a regular basis.
I suspect the problem with making an outer ring extend inward farther is that it creates a lot of overlapping segments that has to get sorted out. I really did not expect that simply making an inner ring extend farther out would work so well.