In order to generate less tasks I also played with the --tile-image-size and 
--tile-terrain-size options. With a value of 1024 VPB created about 8 000 
tasks, and 2 000 with a value of 2048.

If I/O is the bottleneck I wonder if this would be faster to work with bigger 
tiles. According to the approximated time it seems to be but it also increases 
quickly during the generation process (I did not try it till the end).

I wonder which are the consequences of generating such a database ? I can see 
these ones :

- no support for old 3D chipset with dramastic texture size limits
- element indexing overflow for vertex buffers (it depends if VPB manages short 
or int types)
- CPU <> GPU bandwidth peak increased
- less smooth streaming as when a tile needs to be loaded a large amount of 
data have to be


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