Decimation (threshold = 0.99999f) of the terrain brought the fps back to 60 and generated very acceptable normals and not many artifacts, of course with added complexity, so is reduced FPS.
Do note that with a threshold of 0.99f actually encountered artifacts by just adding some voxel spheres (note that raised "line" coming out from the hill):
So I decided to increase the threshold, the results are very satisfying but weren't tested against complex scenes or complex terrain yet. I will need to continue investigating but it does make me believe the problem is indeed in the number of triangles, not draw calls and not pixel shaders.
Also this allowed me to put 6 point lights with shadow maps active fps was about 48 with all other effects on (cascaded shadow mapping was rendering, though not visible, depth of field, hdr, and all the rest of them). This is pretty satisfying I believe (the artifacts in the light are due to not enough tessellation of the terrain at that spot, there is a fix for it, need to look it up, it is related to the shadowing technique: "Dual paraboloid shadow mapping").
http://pokit.etf.ba/get/5993e89037f977c ... 6e8dff.jpgIt does take it quite sometime to edit with the MeshDecimator at works which means I may move it to a different thread and replace the mesh when ready, or create the normal mesh and then decimate it after some time had passes since last edit.
Still much to experiment with, especially more complex scenes... I am slowing just digging caves tunnels and adding a bit of geometry here and there, seems fine, rendering a bit more from afar, FPS still about 52, funny to see it's actually higher FPS than when I was close to the 6 point lights (all still rendering at the distance in this photo with shadows):