Probably given how the licenses were flying at the time, but you'd need it to land in the hands of excellent technical staff or be VERY late in the console's lifecycle to benefit from optimizations crucial to space-filling that were only starting to be a thing.
Like Oblivion's procedural tree placement, which if you look closely still relies on the classic 2-4 poly cutouts. And had loading times crop up between cells in normal gameplay.
It'd also suffer the graphical issues Battle Revolution had with literal from-Pokemon-Stadium N64 assets beside actually-made-for-Wii generation 4 material.
>>57456443You, as many do, underestimate the strain of scaling up playspaces and entity counts. And how much of a constraint the N64's cartridge was. And how much of a slog the workflows of the time were.