The renderer does its best to render from "front to back", but due to various factors it can be hard to determine *before* render time what is in "front". Extreme displacement is a good example of this because displacement is calculated *at render time*. So the renderer does not know that X is in front of Y until the displacement of X is calculated, at which point it's basically too late if Y was already calculated (i.e. rendered).
There are Sorting Bias parameters on objects now and if what is in front is separate from what is in back (on a different object) you could try manually adjusting the sorting bias (i.e. telling the renderer "this is in front of that, render it first), but in most scenes everything is attached to a single planet so that's not an option.
You might also try rendering with Defer All and see if it works better for this case. Personally I almost always use it now, but you do need to be aware that you don't need to use as high a MPD nor high soft shadow samples due to the higher surface render quality of Defer All (i.e. surface quality with Defer All at 0.5 MPD is equivalent to regular render at maybe 0.75 or so, that's just a guesstimate, but it's not far off). Generally I get higher quality renders in similar or less time with Defer All.
- Oshyan