Hassknecht said:
I don't know if a world the size of Daggerfall is possible even with MegaTexture or similar technologies, though.
There's this guy, that makes DaggerXL, a complete recreation of DF's engine. he stores whole terrain in form of around 1k-res heightmap, with pretty decent results. MegaTexture allows use of textures with resolution of tens of thousands of pixels. Heightmap with resolution of 10kX10k would make pretty nice base for huge terrain. Then, with generation of various types of terrain (sand, rock, etc) based on another colormap and with random placement of props (rocks, foliage, debris, rubbish), this could give pretty nice results with minimal need of cumputational power increase. I also wouldn't mind randomly generated dungeons, caves and towns (randomly generated towns actualy make sense - in post-apocalyptic world people would only care to build some kind of shelter/shack/house, whithout much concern about road layout, I suppose). Those were just awesome in DF.