Does the new terrain system take camera FOV into account?

In the previous system we encountered several issues with the terrain auto LOD mechanism. Namely if the camera was a fair distance away ~5000 units,but the FOV was set to show a “zoomed” in look, the auto LOD would still show a low detail mesh. Additionally, any objects which were moving along the terrain using raycasts to keep their height relative to the terrain below them would visually appear below the optimized terrain when in non-smooth areas.

Has this behavior been changed in the new system?

As an aside, how does the new terrain handle massive terrains (flight sim) where one can potentially see 100-1000KM into the distance?

I also need this for my game so I would love to have this fixed/updated.

I’ve been experimenting with the new terrain since i posted (had a some downtime) and the LODing appears to behave correctly when it comes to zooming in with the FOV, still wish i could define areas of the terrain that aren’t decimated by the LOD system when zoomed out such as landmarks and specific coastal features, but overall it’s an improvement.

It’s also much more performant over the previous iteration, and it you’re hand painting your own terrains the auto seaming capability is a plus. (It doesn’t auto seam imported heightmaps though.)