Anyone tried to implement geo clipmapping for super large terrain?

I just read the original paper, also the GPU modification.
I was shocked by the amazing performance.
It uses 200k * 100k heightmap (40G compressed to 300M), stores it in video card memory. Very good frame rate even in 2004! 16 years ago! They used the whole US heightmap (1arc resolution, ~30meter).
youtube video demo

That exactly meets my requirement for a large terrain game.

I wonder if anyone has tried to implement that in Urho3D or in their project?
Is it easy to integrated with Urho3D?
I cannot wait to try it!

Test also CDLOD implementation by Filip Strugar - https://github.com/fstrugar/CDLOD

But some projects do not use terrain algorithms at all.
They have pieces of terrain just like a 3D object
GTA3, GTA4 and it is possible that GTA5 too.