As a user of a 1gb card with GTA5 I can tell you that streaming open world is a disaster for frame rates currently if you dont have the big space available to buffer it all currently and feed the GPU. GTA is probably well coded but they cant overcome that choke and apparently it applies in some amount less dramatically all the way upto top spec machines
I get like 45% gpu usage when going top speed through the middle of a city. I can tell it must be size related as if the LOD factor is increased by me maybe flying 100 feet overhead it all becomes manageable and frame rates double.
Thats the obvious effect that leads us into ever bigger vram counts. If they are using smart prediction to overcome rather brute force then great, I think that could be the best direction. I'm a big fan of realistic open worlds, I dont want them to be limited to the idea of just keep doubling up the memory and its fine.
Game engines are always directed in their backbone to the largest part of gaming population and that is pleb spec machines not enthusiast. Hopefully Vega can see a benefit somewhere maybe only in cost: performance by not needing the 16gb it might have required to do well otherwise
What is the minimum spec for GTAV? If you don't have enough Vram you don't have enough, not much you can do and even HBCC will need a reasonable buffer.
AMD's HBCC could be a good solution on such scenarios but as I said before, it first requires the game to use more VRAM that the card has but the card still needs sufficient vram.for the current scene. As.you witnesses games already exist that stream resources without requiring something like HBCC and if you had a 8GB card you wouldn't have had issues in GTA. So the value of HBCC is sandwiched between cards that have plenty of vram to spare and cards that don't have enough regardless of HBCC, and only applies to so subset of games that need to use giant data sets.
One of the reason megatexture didn't really take off was the resources required to create massive unqiue textures was prohibitive. Instead of an artist creating say a wall texture tiled across all.walls in. Room and repeated in different rooms they needed to create vast unqiue textures for each surface to really exploit the technology. That took lots of time and made for giant game files. The costs of art production dwarfs programming in many modern games. So even if there was technology to stream huge data sets most games probably won't go that route due to production costs.