The unreal 5 engine is a beauty although I feel there's an efficiency saving missing by using all those triangles to represent complex curvature.
I've seen many engines proposed from mapping the graphics with cartesian co-ordinance. this engine was ok but mainly used radius displacement and didn't do that good a job with curve.
Utilizing quadratic vertex functions creating a more curved model of the world but missing a lot of curved complexity.
There were quite a few attempts with basic trigonometry and calculus.
More advanced bump mapping ect can add depth quite well.
Anyway out of all these game engine routes possible one method stands out in terms of fast and accurate representation of life.
3D wavey surfaces mapped topologically.
It seems you can scale down this kind of engine and still achieve a good level of complex curvature on a phone let alone a top end graphics system.