so for an open world game streaming is a must, then addressables are the way to go so you can stream per object say houses load and unload based on culling and distance to camera, but that mean spawning dynamic objects so no batching is possible unless you do it at runtime and thats not a solution since you cant now unload assets as they have one shared mesh :/
another way is what currently seems fair enough both for cpu/gpu and memory is to have the world divided into chucks and loading/unloading them as addressable scenes all having their own batching and stuff;
now i gotta ask you, does anyone have a greater idea or a note regarding streaming assets for large worlds where you cant simply store the whole level on memory all the time?