It's probably best to turn off vegetation Alpha. If you implement 'proper Textbook' blending + transparency, it would consist of depth-sorting all visible transparent objects and possibly rendering the object twice in some cases, which gives horrible performance, but great looking transparency. Of course, if one has experience, you can circumvent this by configuring the graphics card for specific
alpha-blended rendering. I bet CA went with the Textbook approach, hence bad performance.
If you turn off vegetation alpha, it might disable the expensive depth-sorting.
As for Video RAM usage, 1920x1080 32-bit backbuffer would take 7.9MB, if you add 4x MSAA, it would multiply backbuffer usage by 4: 31.6MB. If you add backbuffer (31.6MB), frontbuffer (31.6MB) and also the depth buffer (7.9MB), you get 71.1MB of Video RAM usage.
Now since they have water reflections, it would require using a framebuffer (custom back/front buffer, not the built-in type). If they do this correctly, they can save 71.1MB and only create the framebuffer and avoid any unnecessary operations. Could probably check that by running RII through VS DirectX debugger. Sadly I don't have RII installed, so I can't check.
So they might end up using up over 150MB of Video RAM just for the rendering device itself. I have no idea what they're filling the rest of video ram with. A simple DXT5 texture takes 1 byte per pixel and +33% for mipmaps, so a 1024x1024 texture would take ~1.33MB or 0.34MB for a 512x512 texture. You can fit a few thousand textures inside say 600MB, leaving the rest for model data and animations. I don't know what they're doing, but 1GB should be enough for high-fidelity graphics.
Was R2 really written by inexperienced programmers? I noticed that their new Aliens title looked pretty good - perhaps they allocated all the experienced devs on that?
P.S. - Sorry for all the technical details, I'm just trying to make a point here. An AAA title should not be this bad.