The problem with planetary landings for Elite Dangerous will not be one of detail or verisimiltude, but of rendering speed.
I have complete faith that FD is able to deliver rich, compelling landscapes filled with variety and purpose. The current galaxy sandbox is proof of their capability with both procedural generation and artistic design (I'm not saying it is perfect, but it is darn good).
But the problem for any PG environment, particularly an online game, is rendering all that detail quickly on the fly. All the really good PG planet simulators I've seen so far use pre-rendered assets, or have been fully rendered in detail and recorded, in which case a minute of video probably took several hours to render. The only examples of good on-the-fly rendering I've seen besides Infinity are No Man's Sky (which has only been seen in demo clips) and Space Engine.
Space Engine is very good at what it does, and amazing as a one man project, but even with only height maps, bare rock or other simple flat textures, if you turn the detail level up even the best graphics setup will stutter. Introduce complex assets etc and serious compromises will need to be made so it will work.
I'm not saying this is impossible, but we need to keep our expectations within reason and not dismiss the game when the planetary generation is less than perfect in our eyes. Don't expect fidelity of the level of Outerra:
[video=youtube;iNgWwvSaTZ0]https://www.youtube.com/watch?v=iNgWwvSaTZ0[/video]
it's probably impossible for an online game at the current state of technology. Bear in mind also that as desirable as photorealism might be, all we really need is background scenery for gameplay most of the time, and detailed environments in small scale in the immediate area.
However, all that said, I'd be overjoyed if FD pull it off and amaze us
