No, I never found a solution for this, that’s the point. I guess the word “solve” in my initial answer is throwing you off, English isn’t my main language though, so I used that word in the wrong context I guess.
I simply went for a quadtree based approach with automatic lod generation for the whole game world - is this answer more satisfactory? I guess not. I am not going to write a tutorial on how to generate procedural worlds with all the optimizations I came up with as an answer to a question that is, in my opinion, still unrelated.