So I created a sort of augmented Quadtree terrain. It uses the same concepts as quad tree by breaking down the total terrain and subdividing into active nodes like this
Mine instead though checks if the center of the tile is within a certain radius and then subdivides with the radius decreasing after each subdivision. I then created adaptive tiles that cause the transitions between quadtree sizes to be seamless. The final result is in the attached image. My problem I am now encountering is speed. I would like to have the terrain centered around the player so the high detail terrain is up close and the low detail is in the distance. However recreating the mesh over and over and over again isn't working. Does anyone have a suggestion on what I should do.