From my experience in CryEngine the silhouette clipping worked automatically. No user input required whatsoever. The moment they released PADM however, it all became rather ‘obsolete’ cause that one was a real blast to play with.
Only a heightmap required and even if you dropped in a fairly low poly tree (with those typical bends in the trunk you wish the modeler would have given just a couple more edgeloops) it did a miraculous job of lifting the whole thing up a quality notch or two. It’s also exactly those outside corners you mention (and I’m sure you’ll agree these are among the most eye catching details in the simple architectural context of level building block-outs) that make the difference between a shading ‘gimmick’ and something coming across very realistic. Right now we have displacement to remedy this but it’s the most expensive method by far and also requires the mesh to be optimized for tessellation. Something which may or may not be desirable for all circumstances. I’ll work with the current POM on offer in the meantime cause, just to be clear, it’s an awesome improvement already. Looking forward to any possible iterations and/or improvements of course :0)
Thanks for your efforts Ryan!