I'm unaware of the current method for storing and reading data, but I had an idea that could be effective.
Data could be stored relative to each coordinate, and could be structured to only read the data necessary for a particular area. Chunks directly nearby would call everything, further but nearby chunks would still render terrain data and maybe even static objects, and chunks which are on the other side of the world wouldn't be called whatsoever.
Maybe a structure similar to this:
- 0, 0 ( this would be 0 longitude and 0 latitude)
- terrain data
- static objects
- dynamic objects
- players
- 0, 1
- same as before
- 1, 0
- you get the point
If the player is at coordinates (0.5, 0.5), then it'd call chunks, for example: [(-3, -3), (5, 5)]
When an object moves, it can detect the coordinates change from 0.999 to 1, and transfer the data from one chunk to the next.
I wanted to share this thought for you to elaborate on, and sorry if the idea sucked. The only reason I don't believe something like this is being used now, is because spawning tons of objects on the complete opposite side of the planet seems to lag me still.