Dali Renderer allows you to subdivide surfaces in an adaptive manner using a built-in algorithm.
If the Open Subdiv is enabled at the same time, then the adaptive subdivision algorithm will use the intermediate spline results of this library.
Adaptive Tesselation
Enables adaptive subdivision.
For displacement only
The adaptive subdivision will only be applied to the geometry for which a displacement map is defined.
Max subdivisions
The process of subdivision is iterative - the geometry is partitioned only in those parts of the surface where it still satisfies the criterion for partitioning. This option allows you to limit the maximum number of steps.
Target in screen space
The desired size of the side of the triangle after subdividing, in pixels. This parameter is not maintained very accurately, so it is recommended to start with large values of a few pixels and gradually decrease them. If the geometry overlaps itself many times (like waves on water when viewed directly from the surface of the water), then the final number of triangles can become very large.
Renderer settings also have a similar parameter (Subdivision for visible data in Scene Options). The final value for parameter will be chosen as the maximum of these two.
Camera Oracle
Usually adaptation is performed out based on the coordinates of the current camera for rendering. But for animation it can be bad. Then you can choose another non-moving camera and make an adaptive subdivision based on its coordinates.