Honestly, it's very annoying that you make assumptions and draw conclusions with not even superficial knowledge of the technology involved in these issues. You do not contribute much here beyond thread derailment and pointless debates, I'd really suggest to do some reading for a while.
There are many threads here on B3D as well, complete with links to white papers and presentations, posts from actual developers and so on, all of which you probably should be a lot more familiar with before getting into those debates...
I'm sorry. Its just that its frustrating for me too. All of you seem to regard something that is basically the equivalent of virtual memory in Windows (a process otherwise known as swapping, a method sure to significantly slow down any application that got a part of its workset swapped to the HDD) as some kind of a holy grail that will let games look good despite not really having the requisite amount of RAM?
Even John Carmack himself acknowledges that MegaTexture does not eliminate texture pop-in:
John Carmack discussed as recently as QuakeCon earlier this month some of the issues with optimising Rage on all platforms, and confirmed that tech limitations still result in such things as texture pop-in on versions of the game.
So please, one more time - is there actually such a thing as a virtual texturing solution that eliminates all the IQ problems that traditionally come with using it?