I have a question about this technique.
I think procedure of generating mesh of quad sphere is: 1.generate mesh for a cube(or a quad part of it). 2. normalize it's vertex position. 3.vertex position multiply by sphere radius.
While generating the vertex for terrain, the vertex position is relative to floating origin, but before that, the vertex position is relative to celestial body center during generation(like step2 normalization), so the floating point precision problem is still there. If the celestial body is the Earth, error of surface vertex position is around 0.25m(0.5ULP of fp32 at Earth radius). If the view perspection is a human standing on ground, the error will be very obvious.
I think the solution of this problem is using fp64 during the generation of vertex position, calculate the relative position of vertex and floating origin, and convert the relative position to fp32 format, then the error is gone. But mesh generator of KSP2 is Compute Shader. The fp64 performance of most desktop GPU is very weak (e.g. 1/32 of fp32 FLOPS on GTX1080), so my solution is not suit for GPU.
I wonder how did you resolve this problem. Thanks!