I aggre but the rendering restriction can be surpassed using garrysmod 
scripting or even e2 for thouse who play garrysmod, aside from that it 
is also possable using the sdk, all you need to do is render a small 
version of the model on the interface that is scaled based on its depth. 
i aggre with the restrictions but even the speed limit can be surpassed 
(using a clever bit of scripting).

Justin Krenz wrote:
> That value is deeply embedded and not easily changeable.  I think it's
> used in the engine code which is not available to be changed.  It's a
> boundary you have to accept.
>
> On Sun, Sep 20, 2009 at 5:18 PM, Joshua Scarsbrook
> <jscarsbr...@gmail.com> wrote:
>   
>> Thanks for the help
>>
>> So what you are saying is in mutliplayer games atempt to travel into the
>> void will resalt in well hitting a invisable wall. anyway i can happly
>> get ents to travel down there with no ill effects, i went down to
>> -1000000 with no effects. so the void is fun to explore but there are
>> still boundrys i will hit, such as objects not being rendered and
>> lighting being messed up. from what you are saying with the code example
>> by changing the floot i can remove void boundrys
>>
>> Justin Krenz wrote:
>>     
>>> #define MAX_COORD_FLOAT                               (16384.0f)
>>>
>>> Anything outside of the coordinates 16384 to -16384 is not going to
>>> function properly, and anything outside of this range is going to be
>>> clamped to the proper range when networked.  Go ahead and play in the
>>> void all you want like it's some magical world, but remember that in
>>> the end, it's still restricted to the underlying programming.
>>>
>>> On Sun, Sep 20, 2009 at 2:50 PM, Joshua Scarsbrook
>>> <jscarsbr...@gmail.com> wrote:
>>>
>>>       
>>>> well thanks for the help but i have been into the void with no ill
>>>> effects once i was done i exited normaly, using garrysmod and entiry
>>>> debugging, and a overly complex watching station, i was able to get a
>>>> prop and a entiry to travel down to over -1000000 z units.
>>>>
>>>> Damian Pursey wrote:
>>>>
>>>>         
>>>>> ^Wow, I just tried that, that's something. Either way, as much as I know
>>>>> about the void, I know it's smart to avoid it. In one map I made, I used a
>>>>> big giant room with black texture on the inside, and invisible on the
>>>>> outside (I don't know if that was necessary or not), then I made another
>>>>> room about 1 unit away from that with a sky texture. Then I used a
>>>>> light_environment and lit the map as if it had a black skybox. I'm not 
>>>>> sure
>>>>> what you're trying to accomplish, but it might help.
>>>>>
>>>>> On Sun, Sep 20, 2009 at 7:57 AM, Jonas 'Sortie' Termansen 
>>>>> <hlcod...@maxsi.dk
>>>>>
>>>>>
>>>>>           
>>>>>> wrote:
>>>>>>
>>>>>>
>>>>>>             
>>>>>> In portal, I once made a portal into the void using Hammer. That was
>>>>>> interesting.
>>>>>>
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>>>>>>
>>>>>>
>>>>>>
>>>>>>             
>>>>> _______________________________________________
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>>>>>
>>>>>
>>>>>
>>>>>
>>>>>           
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>>>> please visit:
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>>>>
>>>>
>>>>         
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>>>
>>>
>>>       
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>>     
>
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