Landscape Tessellation Issue

You are missing the point …

A distance based Tessellation should not impact the performance when you are out of range, see the according Wiki entry:

This would make the whole distance based tessellation obsolete. Also the same effect when tessellation is set to zero.

We just want a close-range displacement for ground materials, which are being applied to a landscape. UE uses tessellation vertices that for.
I’m sure I’ve seen this working properly in previous versions.