Is my request too fine?

In many cases, yes. Requesting a finer grid than the underlying terrain does not create detail; it resamples the same elevation posts into more pixels. The cost rises with the square of the grid, while the information does not increase at all.

The one line that decides it

useful grid (px per side)  ≈  width of the map (m)  ÷  terrain post spacing (m)

Width of the map is the full span edge to edge, so for a radius-based request it is twice the range. Terrain post spacing is 1 m where LiDAR has been flown, and about 10 m (1/3 arc-second) everywhere else in CONUS.

Beyond that number, every additional pixel is interpolated from elevation data that contains no further detail. The result looks smoother, but it gives no different answer about where your signal reaches, and each doubling costs four times as much.

Worked numbers

Grid size at which the output matches the terrain underneath it.
Map width Terrain tier Terrain-matched grid Credits at that grid
10 km1/3 arc-sec (~10 m)1 000 px1
20 km1/3 arc-sec (~10 m)2 000 px4
50 km1/3 arc-sec (~10 m)5 000 px25
100 km1/3 arc-sec (~10 m)10 000 px100
2 km1 m LiDAR2 000 px4
8 km1 m LiDAR8 000 px64

Credits here are the square of the grid divided by a million, rounded up: one transmitter at supersample ×1. Both of those multiply on top — see Pricing for the full formula. Nothing in this table is a price.

What an over-fine request costs

Consider a 50 km-wide study on 1/3 arc-second terrain. The terrain-matched grid is 5 000 px, which is 25 credits. Compare that with the same 50 km requested at 16384 px:

Request Ground sample Credits New terrain detail
50 km at 5 000 px 10 m/px 25 all of it
50 km at 16 384 px 3.1 m/px 269 none

That is 10.7× the cost for zero additional elevation information. 16384² is also the largest size we have measured, taking a mean of 152 seconds across 29 such renders, and here that time produces what is effectively a 5 000 px render spread across more pixels.

Range is not currently a factor

At a fixed output size, asking for a wider area does not change your credit cost: range is not in the formula. Treat that as NOT FINAL rather than a promise — it is listed among the undecided pricing parameters. What widening the area definitely does is coarsen your ground sample, which is the decision this page is about.

Supersampling is not free: its cost is squared

Supersample ×2 is four times the credits and ×3 is nine times, because supersampling is passes: the scene is rendered that many times and resolved into an output image of unchanged size. It does not show up in a megapixel count, which is why supersample² is in the formula.

It is still the right setting when you want a smoother image rather than more detail, since a finer grid costs four times per doubling and adds nothing the terrain does not contain. Note, however, that ×2 supersampling and a doubled grid cost the same: four times the credits.

Both directions cost money

Requesting too fine a grid is the common and expensive mistake. Very small renders are also proportionally more expensive per megapixel, because every render is rounded up to a whole credit. The most economical choice is a grid that matches the terrain.

When a finer grid is worth it

There are three cases in which a finer grid is justified:

A short checklist before you spend

  1. Work out the map width in metres (twice your range, if range is a radius).
  2. Divide by 10 — or by 1 if you know you are inside flown LiDAR. That is your terrain-matched grid.
  3. If the grid you intended to request is more than about twice that, the additional pixels are interpolation.
  4. Square your grid and divide by a million, then multiply by the square of your supersample setting and by the number of transmitters, and round up. That is your credit cost, and it is the number to sanity-check, not the pixel count.
  5. If the result still looks coarse, check whether the cause is the terrain rather than the grid. 10 m elevation data looks coarse at any pixel count, and more pixels will not change that.

See also: Pricing for how credits are counted, and the FAQ on full versus small renders.