I don't think this is a bug, but still should be noted as a potencial one.
displacement using render reslotion is calculated only by "visible by camera". And that's mostly fine, but in some special cases like pic. below not.
if I could suggest something. It would be overhead control on displacement. ie. when using screen size, having the ability to control how much more will be tessellated by render camera in degrees
so rendering with camera set to 40°, overhead 15° = final tessallation 70° from direction of rendering camera (view)
using world space tessalation works, but for a price of tessalating all the geometry in the scene