Eh, nothing really specific. I guess the biggest thing would probably how you layer the different procedural techniques as far as the height data, your fractal layers, etc, to arrive at this particular level of detail.
The most difficult thing I'm encountering at the moment is getting my modeled terrain down to a 2m resolution, but I think 90% of my problem is that my mesh just isn't dense enough. I'm now using an Adaptive Pixel Subdivision to help increase resolution dependent on camera distance, but my mesh is already so high in polygon count that I'm crashing my system any time I get closer than about 100m from the ground.
I'm layering a hand-painted color map on top of Perlin, Multi-Ridged Fractal, and Hybrid Hetero** procedurals (the latter three as a bump map) at the moment, as well as displacement and normal maps (created in Pixologic's Zbrush). But I haven't been too happy with the Perlin. And since my height data isn't complete yet, it's hard to say just how effective this particular layering is going to work.
Unfortunately, even though I use these procedurals on a daily basis, I have absolutely no idea how they actually work. Seeing this stuff in a real-time engine helps see the results instantly. That's why I'm now going back and rethinking some of the procedural textures I've been using ... all of these mountain flybys have really helped alot
. I'd love to see a video or screenshots without any color on the land, just for analysis purposes.
*Edit* Bleh, I meant Hetero Terrain and Hybrid Multi-Fractal. Remind me to never post without that 2nd cup of coffee