Hi ! I'm also working on this project and I'm the one who handles the LOD, quadtree and tile generation. The question about the number of vertices was for me
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He was talking about the vertex count after culling since Unity does frustrum culling natively. I've since realised that there is something wrong about the way I handle the amount of detail of the terrain, we were getting waaay to many vertices as you pointed out. Implementing a wireframe rendering mode also pointed it out clearly.
About triangles, the way the LOD currently is when the camera is on the ground, with a maximum terrain resolution of 1 vertex per centimer, looking at the horizon, we are getting 2 million triangles on average. Again, after frustrum culling done by Unity. This is on a square terrain with sides that are 12000 kilometers long (to simulate what it will be when projected on an earth-sized sphere) We don't do any other culling as of yet, no occlusion culling.
This is way to much of course, and shows how the "distance-check" we use to decide when to subdivide the terrain is wrong. It is currently a very simple and quite bad formula :
if( distance to tile < (tileResolution * multiplier) )
subdivide the tile
(tileResolution means the distance between two vertices on this tile)
From what I understood about Outerra, the rule which you use to decide this is more complicated and checks the screen-space distance between vertices, to always get a vertex/pixel ratio of 1:1 right ? I've tried to implement this once but the difficulty of it threw me off. I will try again, it seems to be the only reasonable solution.
To get your 500k triangles average while still getting such a detailed landscape (thanks to a vertex/pixel ratio of always 1:1 ?) did you implement others forms of culling ? Like culling the terrain hidden by a big mountain, or horizon culling on the planet ?
Thanks again, we have way too much questions for you so we don't mind if you don't answer, you've already been very kind helping us
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