Numbers were just for reference; I almost never see hard numbers on anything, just projects I can explore locally.
FWIW, I’m not holding it out as what I think I can get away with, downgrades to some things are likely.
The scene is about as bare-bones as one can make it. There is only the one directional-light (the sun), and no static lights. If there are other things I can turn off/trace, I’d love to learn (no sarcasm, genuine question!).
FYI, resolutions are noted above the screenshots, and the stats-output shows the volumetric-clouds @ .55ms; not too bad. Certainly not the costliest thing in the scene.
While what you are getting is interesting, the cost of rendering a landacape tile on your pc without the rtv and everything should also be used as a compartive factor.
→ Up until nanite-tessellation, I wouldn’t have been able to do this. I do plan on trying since it’s going to give the same visual result but unsure how the tessellation will work. The height-mesh does quite well with transitioning LOD’s, there’s just no swimming anymore as far as I can see.
As well my RVT densities are low; they can hit 4MT which at 256KT per cell, that would be (if I have my #'s right) a 40km x 40km square, all for 1 landscape and accompanying set of RVTs + 1 heightmesh, nothing more than I am already using right now, just a larger underlying landscape… Only reason I have not yet tried this is the aforementioned bug. If I set the worldheight RVT density too high, the heightmesh quarters itself (I reported it)… 
Again, not to hijack this guys thread but given I’ve been able to check all the functional requirements for my setup, my current metric was to be able to get on a horse in the game and just be able to ride across a singular biome, like a desert, to the entirety of this song…
One thing to note is if anyone chooses to paint PBR information into the RVT, use it with heightmesh blending and whatnot, you can select landscape components and put different materials on them. IF I recall correctly, the material-binning solution will work with material-instances off the same root material (eg: all switches are set the same, all paths the same) so if, for example, you change only the textures and some scalar values in the instance, and don’t change anything that would otherwise cause a recompile, you could still benefit from the binning process by having the ‘same’ (root) material across the entire landscape. (Someone has to confirm the binning process DOES work this way, I want to say I remember this from the nanite-reveal a couple years back but plz confirm…). This might allow one to streamline, use the same root material on the same, singular landscape, but also have desert here, water there, etc, etc…
EDIT: just musing about, I could do 2 30km x 30km blocks north-south of one another, and only double the current setup. 2MT per RVT, still 4MT total (same cost). And I am guessing with clever use of big static meshes like mountains, or landscape design, one wouldn’t need to be able to see the other landscape at all, so still just the one.