Yes, and only if you insanely increase the density of your mesh which totaly defeats the purpose of gpu based displacement where you do not have to add such a dense mesh to the doc, unless to you need it (eg. for export & 3d printing).
The whole PBR based displacement has so much potential compared to the old Displacement modifier feature, it is however still uncontrolable in the WIP. Once you turn on reflections of the PBR you’ll see that Rhino 8 shows the wrong normals (from the undisplaced mesh). If you copy the “Disp. Map” to “Bump/Normal” to try to fix the reflection problem as suggested here, the display framerate drops to a crawl, even with a single sphere mesh using a resolution of 256x1024 faces and the reflections are still wrong (see this item on the bugtracker)
I’ve reported this this multiple times, unfortunately without success.
Once you try to use PBR displacement in a slightly serious manner, you’ll notice that you can not control the displacement distance as you’re probably used to. It always displaces in both directions which halves the grayscale range of the image. I’ve reported that here
I hope that when Rhino 8 goes out, there will be a better support of PBR based displacement, including Breps and Subd displacement using the rendermesh.
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