The rendering technique is somewhat orthogonal to the issues of data storage and retrieval. Megameshes would accomplish the same thing as UD, but the use of the word 'unlimited' in the name gives the Euclideon tech a grandiosity that ignores the constraints of acquiring and storing that much detail. If UD was offering incredible data compression then it'd have something to offer, but as it is, it's a technique to access very large datasets very quickly with certain access constraints, coupled with a rendering system that matches the data format (as I understand it). Concepts like dirt in very high fidelity need either lots of dirt models, or lots of repeated dirt granules in UD. The same visual result can be applied with displacement on the ground based on distance. There's an example comparing a UD tree to a Crysis 2 tree showcasing UD's superiority. Well, durrent displacement-map trees are every bit the equal of that UD example, and use of LOD applying successive (megatextured?) maps could add detail to whatever level UD could manage too. The limiting factor would be cost to produce the assets and speed at which data can be accessed. Without a compression advantage, UD doesn't offer and advantage in the latter. Perhaps it offers an advantage in the former if you can just scan and use, but as the renderer is so limited, that's hardly of value to a game.