Obviously doesn't apply to infinite or "practically" infinite scenarios (like ED) I was under the impression that landscapes are generally not that costly in terms of storage.
AFAIK with systems like Unreal's landscape feature, the landscape is not stored to disk as meshes, instead the heightmap and layer masks (for terrain coloration) are stored as textures which are looked up at runtime in order to render the landscape.
Would assume this means its relatively lightweight to store large amounts of terrain to disk compared to storing it as textured meshes.
The only scenarios where this wouldn't be true is if your landscape texture is for example satellite imagery instead of a combination of texture samples blended together at runtime with masks. With Unreal Engine 5's Nanite there is also the the baked Hierarchical Level of Detail meshes which would add to the storage cost.
Notably landscape is excluded from Nanite since the path Epic wants to go down is to continue generating landscape mesh at runtime.
Would love to get some more insight into landscapes in general in game engines :)