This is the height map I extracted from projection, implemented in a game engine. Early version of the shader; there are zoom levels which interpolate it to a planetary sphere when you zoom out.
Obviously I'm going to need to apply spherical mapping to the UV coordinates, but the scrolling here is generally meant more for testing. The jiggliness you're seeing is an artifact of fitting a limited number of peak vertices to a higher-point-count height map, and having it scroll over it; the peaks have set XY coordinates and seem to be jiggling. That's probably going to be easy to fix with a better vertex shader; I need to go for a walk and think about it.