Terrain scorches have tight hardcoded limit via BaseHeightMapRenderObjClass::Update_Scorches:
if (m_curNumScorchVertices >= 8194) {
return;
}
...
if (m_curNumScorchIndices + 6 > 49164) {
return;
}
...
Assuming a larger scorch takes about 42 vertices on terrain grid, then it will take just 195 scorches to fill up the scorch buffer.

Old scorches will then be removed and new scorches will draw.
Terrain scorches do not appear to have detrimental impact on performance. Here is empty scene with many scorches. Framerate is high with more than 900 FPS.

Perhaps can expose scorch limits to GameData.ini, perhaps scale with System Settings too, aka Low Graphics less, Medium Graphics more, High Graphics max scorches.
Terrain scorches have tight hardcoded limit via
BaseHeightMapRenderObjClass::Update_Scorches:Assuming a larger scorch takes about 42 vertices on terrain grid, then it will take just 195 scorches to fill up the scorch buffer.
Old scorches will then be removed and new scorches will draw.
Terrain scorches do not appear to have detrimental impact on performance. Here is empty scene with many scorches. Framerate is high with more than 900 FPS.
Perhaps can expose scorch limits to GameData.ini, perhaps scale with System Settings too, aka Low Graphics less, Medium Graphics more, High Graphics max scorches.