Landscape memory size on disk - questions

So can that big huge mountain terrain of yours be level streamed?, That’s what I want to know… Ok, In the old days of Red Faction and Doom portal face brushes were used to tell the engine which areas of the level map to draw and what not to draw and with that system you had to
place all your portals face brushes FACING AWAY from each other to avoid causing the Hall of Mirrors Effect…

If you did not place in enough portals within in your level, then the engine WOULD CRASH because it would try to render
too many things at once so if you was doing a large map, you had to put quite a few face portals in it. And also and if you
didn’t kept also your object clutter count all down to an acceptable level within each portal area and had too many objects
that would crash the engine too or cause the game go all funny in that portal and start having objects losing their collision values
and so on. So you got to be careful with the portals.

So Unreal Engine might be similar I don’t know. So i think things have to be balanced with this engine if doing a open world level
with it. I only see two options either a 45 degee camera top-down 3d view so you don’t see any drawing, and you can have a
flatter landscape or deserts, Or if you use the normal third person eye level camera which allows you to see out for miles, then
your landscape needs to be raised up in places so you can’t see the edges of the rendering being done in the far distance
or use fog to hide it.