Further testing on the 8129x8129 Landscape…
A Landscape.All.LOD Distribution.LOD 0 Screen Size of 2.5 results in:
40GB of CPU memory
7GB of GPU memory
12 minutes build time
So you would require a system with 64GB memory and an 8GB GPU minimum.
This also results in a really large triangle size HLOD.
More further testing on the 8129x8129 Landscape…
A Landscape.All.LOD Distribution.LOD 0 Screen Size of 1.5, results in:
40GB of CPU memory
8GB of GPU memory
12 minutes build time
So you would require a system with 64GB memory and a 10GB GPU (8GB GPU is borderline) minimum.
This also results in a decent mid-range triangle size HLOD.
And further testing on the 8129x8129 Landscape…
A Landscape.All.LOD Distribution.LOD 0 Screen Size of 1.0, results in:
42GB of CPU memory
8GB of GPU memory
12 minutes build time
So you would require a system with 64GB memory and a 10GB GPU (8GB GPU is borderline) minimum.
This also results in a decent triangle size HLOD, which would probably be commonly used.
Note however, that I have ran into build instances where the HLOD Build resulted in some of the HLOD sections being different LOD levels.
This usually requires an HLOD delete and rebuild and possibly changes to the LOD 0 Screen Size value.
If you are building HLODs on Landscapes larger than 8129, such as 16321x16321, then I expect the memory requirements to increase.
I will test that next…
A 16321x16321 largest World Partition size Landscape HLOD build at “LOD 0 Screen Size of 1.0” requires:
NOTE: The entire Landscape is unloaded during the build otherwise the required memory is higher!
512GB of CPU memory + 220GB Page File (730GB Commit!)
28GB of GPU memory (24GB Dedicated + 4GB Shared)
100 minutes build time
So you would require a system with 512GB memory and a 24GB GPU minimum.
If you have less than 512GB of installed memory, I really doubt that any size Page File will save you.
For example, if you only have 32GB and try to make a 768GB Page File, then the performance is going to be horrible, and the editor will probably just crash.
Page Files aren’t technically “used when RAM runs out”, Windows does things things like “delayed malloc”, but it won’t allow “over commit”.
Windows can tend to “freak out” if an application starts allocating huge buffers and arrays that exceed free physical memory.
Often the app will “stop responding” while malloc allocates from the page file, which is really slow, and that can crash the app.
I develop high-end 3D software that supports up to 18 Exabytes of memory, and I have experienced that large page file allocations even to PCIe4 NVMe drives are so slow that application stalls often kill it.
Small Page File allocations in the area of 10% to 50% of the total amount requested by malloc are usually ok.
Trying to malloc 32GB of RAM plus 256GB of Page File often will just kill the app.
If you do get a 768GB Page File working and manage to build the HLODs, I would be interested in knowing how long it took. 
Since the 8129x8129 HLOD build of LOD0 Screen Size 1.0, 1.5, and 2.5 were all similar memory requirements, then I would expect the same on the 16321x16321 Landscape.
I will try a 16321x16321 at LOD 0 Screen Size of 2.0 tomorrow morning, it’s 2:00am here now.