New terrain system - please test!

Can you write a bit more about how the mesh is made ( it’s using instancing and some sort of chunked LOD system from what I can tell from looking at the shader)?
What are the hardware requirements?
How is is better then a terrain made from multiple individual meshes where one could use LODs and let panda cull the chunks outside the camera frustum?
How is it better then just one giant mesh deformed in the vert shader using a heightmap?
Can the mesh be used for collisions? (I remember seeing some info on the git updates about matching the triangles to what Bullet uses for it’s heighfield shape)
Can the heightmap be a texture buffer so that deformable terrain or editors could also use this system?

Maybe I’ll think of some more questions once I get to use it, the sdk is still currently building itself on my pc…