Yep, my experience is the same as Cas’. I started working with ROAM to handle a very large terrain dataset, but what I found was that if I rethought the problem in terms of being sensible about texture pages or simply swapping in high quality texture pages for low quality ones, that it worked better, didn’t have bizarre hole conditions, was easier to build tools with which the artist could predict the results, and didn’t have me pulling my hair out.
I think ROAM is a nice algorithm and it has some uses in the gov’t vis sim world - but I have yet to encounter any practical reasons for using it. I’ve always found my bottlenecks to be elsewhere.
CLOD terrain is also impractical for many multiplayer situations because you can never predict how the terrain will be subdivided for each player so while player A can see player B, player B cannot see player A. In a peer to peer environment this can be resolved better than if its a server managed environment because the server will be looking in things from yet a different perspective.
At the moment I’m more worried about using imposters for cityscapes than I am with CLODing my terrain. Profiling my application just doesn’t suggest that there is any value in doing it yet.