cheapchips
Veteran
I really hope it's the case but I'm not that optimisitc. For example, you can't just load the texels you need, because the performance is likely to be very bad. However, if you need to load at least part of the texture (let's say in 4KB blocks), then the amount of data you might need could be very large. Not to mention that the main memory is not that good at random access. If you load from a large data set randomly, you'll be lucky to get 10% (or even less) of the theoretical memory bandwidth.
From what I've seen, VT is not just "takes programmer time." It's likely to need a huge amount of engineering efforts and in the end you might still get random stuttering when the stars are not aligned.
Doom Eternal uses (non Megatexture) VT and Raytracing and is possibly the most performant game out there. It would suggest that it's 'just' an engineering challenge? Unless you're using UE5, when both a streaming and realtime generation pipelines are availble for 'free'.