I think the best advantage of this over chunked lod is you don't have to worry about cracks.That is an over-approximation. Crack fixing is implemented in the algorithm via morphing. Again, this is a rather orthogonal problem. No terrain algorithm in wide use has demostrated to be incompatible with crack-fixing so far. Therefore, take any possible algorithm and put in crack-fixing: no cracks will occur as well!
The statistics you got mean nothing: I know nothing about your hardware, but it's worth noticing you have said performance is similar. Perhaps it's just me but I think there are some similarities between your original chunked LOD paper and CDLOD.
Additional considerations:
Page 14.
In the case of older graphics cards (Shader Model 2 or lower), the heightmap sampling in the vertex shader can be too costly or even impossible due to the lack of hardware capabilities.[/quote]It should read: In the case of older graphics cards (Shader Model 2 or lower), texture sampling functionality in the vertex shader is not supported. Therefore the algorithm cannot run.
But of course I am still open to check it again. Did you use the default settings or did you made your own configs? In the latter case, could you please send them to me for testing?
By the way, I still don't understand from where the "Continuous" in "CDLOD" comes from. Interpolating discretized signals don't make them continuous, although it might appear so.
I want to make clear. I am open on that. If I'm wrong, I will have no problem in admitting it. One of the reasons I write there is to check what I know. If somebody helps me understand and considers my points good. Until that happens, I'm sorry but I'll remain on my position. This algorithm usefulness is unproven for me. What does it buys over other methods? I don't know in theory and I cannot observe consistent advantages in practice. So I have no real reason to support this.