Wait, how is that a "problem"? That is how it *should* work. Your LOD selection *should* be relative to pixel density in both primary view and shadow rendering (not so much the draw distance, but the resolution of the shadow maps). It would naturally be with any raytracing path, so why would you not want it to be with rasterization?the problem is this new trend we are witnessing where certain games will increase LOD and shadow draw distance upon increasing the resolution, thus putting more burden on the CPU.
I'm pretty confident in saying that conventional games that did not scale these things based on screen resolution were doing it wrong, mostly out of convenience and the fact that in the past aspect ratio and resolution scaling were less of wide spectrum than they are today.
I haven't yet got a chance to listen to the DF discussion yet though. With Nanite and VSMs these increases in shadow resolution and LODs do not really impact the CPU much at all, so I'm not entirely sure where that part would be coming from with UE5/Hellblade specifically.