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Research the new-ish tessellation stages. LOD and complex curved surfaces are both easy to implement with a hull shader. LOD example: A terrain, composed of 2 triangles, can be subdivided and the tessellation factor simultaneously used to select the appropriate mip for the displacement map. In this way, peaks of mountains would retain their height, but ...


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This technique is called LOD (Level of Detail). Look it up and you will easily find several references on the internet. How many levels of detail you use is completely up to you. It depends heavily on the camera's point of view, how many objects are within your viewport at the same time, and how many are so far away they are just barely visible. Using ...



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