Consider the classic example of a racing game. Without streaming, all level data has to be in RAM. Let's say we have 200 MB free for scenery, so in a city with 200 building in view, that's 1MB each for data. With streaming, you only need load enough data for the buildings in view in the current bit of track. So we can portion our memory into two 100MB chunks, one for what's in view now and one for loading data that we'll see later. If 30 buildings are in view at a given moment, that's 3MB available data for each. That's how streaming helps get more data into a given scene. It won't work with all engines.