Huge territory, how to properly build graph

I have a hemisphere, i need to nearly fully cover it with graph(s).
I need high precision, around 0,5 ;
Thing is, i’m afraid i can do something fatally wrong with such huge scale.
For example i have a graph 256*256, that covers around 15%, and it is already 65k nodes.
I need some guidance.

I think I would need to see a screenshot of this.
Also some questions:

  1. Is it dynamic, i.e does it need to be updated during runtime
  2. Is it really round like a hemisphere or are you faking that?
  3. Does it need to be loaded all at the same time or could it be loaded/scanned as the character moves around?

  1. Yes, it’s a management strategy, i wish to plop buildings, that have navmeshes inside.
  2. It is a terrain, with a heightmap, base is cut out by shader, so player feels it like a sphere.
  3. I have no idea. I tried adding second graph, but i can’t connect them.

It’s 2 km in diameter, and i need high precision. Right now i’m continuing it with a 1024*1024 graph in the center, but i really need bigger later.

Hm, it is a bit tricky with sphere like environments. I doubt you will be able to handle it only with grid graphs since they seem become too large.
The best approach right now feels like using tiled recast graphs (which are under development) since those can cover huge areas and be updated during runtime (right now with lag, working on updating them in another thread for better framerate). It would not really work at the edge since it assumes Y up, but maybe it could work for you if you restrict players to not go near the edge of it. If you have pro you can try the Experimental release in the downloads section (please back up your project first, the experimental release is not very stable).