That's good news, Brano. Glad to hear it.
Allan, it's not about static storage. In a client-server situation that is managing a whole planet full of possibilities, where the variety of objects can be staggering, given a whole world to populate with regionally specific architectural styles, vehicles types and the like, objects can be downloaded and used only when needed.
But when you have a truly well populated scene where you see all these objects pretty much at one time, you're going to run out of addressable memory with a 32 bit operating system. That's been happening to a lot of power users ever since the introduction of X-Plane 10 with a much richer plausible world than ever before. So it's not about CPU or GPU, it's about the data pipeline and dynamic memory that has to keep track of all of the objects, and all the objects' textures. In a country setting, this won't really be a show stopper, but if someday we get into realistic cities, and no reason we shouldn't, then all havoc will ensue if working within a 32 bit operating system.