Hi,
You don't need to divide objects in corona for displacement. One polygon is enough. The accuracy is set in the render settings either by size per pixel or per scene unit.
As I see, you're using the 32bit floating point displacement map. I'm not sure how corona handles those. I've been only using 16 bit here.
But Displacement is always scale dependent. If you have an object that is let's say 1cm in diameter, then the polys shouldn't be pushed out very far.
I have a link to a tutorial somewhere where you can find out what's the best method to apply the map you have. I'll post it as soon as I find it.
As a general rule of thumb, I start with ~1% of the diameter and adjust it then.(if the scale of the used map isn't already described somewhere.)
Another thing is to find out if the map was generated object centered- meaning 50% gray value is 0, pushing outwards -black=0, inwards-white 1 and you have to push inwards(rare).
Floating point maps can have negative numbers so that makes the thing a bit trickier.
Make also sure that you're using linear color space for the displacements. You can set it in a corona bitmap shader, for example.That way, you won't get an exponential rise in the displacement.
About the IR: It's still a new feature and some things don't display correctly or need a restart. Also note that when using pixels for the control of the displacement, then it will retain the quality of the started IR view.ie. if you started the IR with the object farther away and go closer with the camera, it won't get more detailed or if parts of the object were off-screen before, they might not be "subdivided" at all.
until I find the link:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000515597-my-displacement-has-huge-spikes-or-is-invisible-https://www.cggallery.com/tutorials/displacement/