Cool, mind telling me who showed it? I am curious.
-Theoretically the only thing that limits the size is the rendering. All functionality like sculpting, conforming to roads and such is calculated on isolated tiles. Unaffected tiles stay dormant and do not add any overhead. Currently there isn’t any sort of CLOD system built into the terrain because that is simply not supported by the procedural mesh components. A system like the one no man’s sky uses would actually be quite feasable. You could generate extra chunks on the fly and store them, this would mean you can keep running in an infinite terrain and just keep loading the chunks that are in view.
-There is no straight forward way to convert this to a native unreal terrain object. The game would have to run on the generated terrain. Saving is really just a matter of saving all the points of the mesh and locations of foliage. I have been meaning to add a save/load functionality. This is definately first on my todo list.
-For this I am really waiting on 2 technologies to come to procedural meshes. The CLOD and Tessellation. Combining these two with some solid height maps would really allow me to crank up the realism even more, even at closer ranges.
-I am going to expand this, it is part of a larger project (a city builder) that I am working on. I have taken a bit of a break from the project however since I have been working on it non stop for school.
-Not really no.
Thanks for checking out the project man