I believe we've covered the surface of the solution in the 'holiday scenery' thread. I believe the solution you are looking for is to use dynamic object handling for your scenery objects.
In much the same way as a bullet object does not represent the same cartridge expired from a gun - it gets re-used when you fire again, do the same with your scenery.
Using your objects in a dynamic way will increase the amount of objects you have in your world immeasureably.
If you have 300 identical objects in your world (lets call it a tree for continuity with the other thread) but you only ever have 20 trees on screen - then you only need 20 tree objects.
Storing the positional information of your tree in either a memblock or an array and repositioning the tree objects that you have will allow you to get rid of the other 130 tree objects - thus ensuring DB doesn't have to render them.
I must prepare you though, dynamicism is not for the feint hearted - beginners beware you will tread out of your depth very quickly. Once mastered however, there will be no stopping you - prepare to be unleashed...
Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.