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To add to Kevin's comments, one thing you should be careful with when serving raw heightmaps from WMS or the Heightmap-1.0 terrain solutions is that you will quickly lose terrain features as you move towards the root of the tile pyramid. The reason for this is that height values are uniformly sampled in these formats. As you approach the root of the tile pyramid, your sampling steps increase and you will lose terrain features in between the samples. The quantized-mesh format can describe a mesh that is irregular, meaning that the mesh can be defined by the points that *best* represents the terrain features in the tile. In other words, with a quantized-mesh tile you will find more vertices around peaks and cliffs, and fewer vertices in flat areas.
You'll also see that the quantized-mesh supports extensions that enhance visual quality of the terrain tiles, as needed. The quantized-mesh currently supports terrain lighting, while water mask support is currently in development.
If your application can access the internet, you can give the CesiumTerrainProvider a try and see if the STK World Terrain dataset is at an acceptable resolution. However, if you have higher resolution terrain data or must operate on a private network, the STK Terrain Server can be licensed for producing your terrain tileset and serving terrain to your applications.
Alex