Well DeanA already covered this better then I could, but just to add something.Panajev2001a said:and implement on top of that a streaming mechanism to allow open world exploration?
Streaming mechanisms for game assets tend to be high-level to begin with - unless you are willing to engineer custom data-structures for your assets. So if you want to go the route you're suggesting, you'd just allocate a big chunk of virtual memory and use it as if it were all local, and live with HDD stutters when/if they occur.
If you want a solution that does better(and still takes away most of the real work/testing) - it would have to be a much higher level interface then "malloc".
Speaking of the topic question - not memory, but if OS cpu usage characteristics have changed at all - that 'could' potentially make a (small)difference in older games.