trsh said:
I have read about (CDLOD, Chunked LOD, Geo. mipmappings) all increase details (triangles) near to the camera view, but do not really care if that detail is needed
Actually, this has been researched too and used in several games.
View-dependent level of detail takes into account many factors. Visual error is one big factor; sharp changes on the profile edge of an object have a high visual error and thus move to higher detail, smooth transitions on the profile edge have a low visual error and thus get reduced. Similarly, geometry being viewed directly parallel to the screen has very low visual error and drops in detail.
For modern games, view-dependent LOD is often a bad fit because of the hardware. The systems are designed to have large fixed models sent to the graphics card, then manipulate those models through shaders and other parameters. Changing the mesh is CPU intensive and bandwidth intensive, it is far easier for games to swap objects based on distance. This was an active topic in games in the 1990's and early 2000's as 3D graphics cards were being introduced --- mostly dealing with terrain --- when it was more efficient to reduce the number of polys on the CPU first, but with the hardware changes it is now rarely done. Go back 15 years and you'll find view-dependent rendering was present in nearly every large terrain system, attempting to predict which distant mountain ranges needed updating and prefetching, which valleys could be culled on the CPU, which nearby ground could be dropped to flat land as it had no interesting geometric features.
It is still an active topic in offline rendering, large data set rendering, and in remote rendering. Search the web for view-dependent LOD, view-dependent rendering, and mesh refinement models, and you'll find plenty to keep you reading.