I think saying 0 hours is going too far in the other direction, though.
I agree actually. The problem becomes how many hours (or rather man-months) are we allowing into this discussion then? Then we could also factor in the cleverness of the developers that will be doing the modifications: are we talking Sweeney, Carmack or thick guys?
My zero-hours remark was more for limiting the number of independent variables we should consider lest we can't reach any sort of conclusion. I disagree with you that 0-hour is a pointless discussion because you have an engine such as DOOM 3 where you can only have something like Quake 4 with 0-hours but an engine like Source you can have HL2 and Might & Magic.
If we're talking scalability of an engine (-version) then we're really discussing about no-mods, or if you want, no significant modifications because, as we've established once you have a compiler and time to burn you can make any engine do anything -
you just can't make it do everything which is what we're discussing: can U2's level of detail scale up to open-world?
We even have what is often described as an open world game with very high graphic detail (Batman) albeit with a vastly limited scope (and with plenty of gating). Of course, now we might be back to trying to define what an open world game is, which isn't my point.
Same, but if I may, how can Batman AA be defined as an open-world game, no matter how loosely you use the term? When I think open-world I think Oblivion, GTA, Need For Speed: Underground/most wanted, etc. Even games like Assassin's Creed/FarCry are already more closed-up.
The comparison of engines is quite frankly not helpful because our discussion is already highly speculative: we have no access to the U2's source code so we can only infer design decisions. If you start comparing that to other engines which we also don't have the source code we begin to compare inferences.
For what it's worth, from what we know of UE3, the engine was made with versatility in mind and they had licensees before the debut game (Gears) shipped so the "final" engine most likely has features the original game (Gears) didn't even use. This is in sharp contrast to id engines, for instance, where Carmack himself says he doesn't like implementing engine features that their base game doesn't use simply to make life easy for licensees (as a segway, this is probably another good reason why UE completely dominates the licensing market nowadays).