Whenever I hear of dynamic LOD based Tesselation for displacement maps being unusable because of the wobbling and vertex swimming it creates, I assume that has a lot to do with how new created vertices slide into position from the pre-exising ones as most demos usually demonstrate. But can't new vertices "pop" mid quad and have the height displacement be the thing that smoothly goes into place? In other words, new vertices are created already where they are meant to be within the polygon surface (no tangential sliding) but within the average height of its parent vertices (no influence on the geometry shape), and from there it progressively displaces into its actual height as sampled from the appropriate mip-level of the heighmap as the camera gets closer. I guess the artifacts would be much smaller this way. There'd still be visible morphing because of the screen-space size ploys would have to be kept at to maintain performance, but it would be much more stable and consistent wouldn't it? What am I missing?