@meimeiriver Is necessary to understand how works a game engine, and this is the summary:
The graphics GPU power no matters, the CPU power no matters, the true game engine magic is hapenning in the drawcalls on screen. What is a drawcall? Is the instruction for an object in the game with its pipeline from load to rendering. Example in GTA V: The game engine is running reading the map files calling objects inside visible zone for gameplay camera following LOD distances parameters for each object, so orders to CPU start the drawcall process for a element like a door model, this order goes to SO to start the access to disk looking for door files, when is found, all the door data is decompressed and loaded in RAM and from there goes to VRAM to start the rendering process by GPU and logical operations for CPU, when is checked the full load for door files, the GPU starts the 3D rendering in game with all properties assigned to the door like collisions, physics, materials etc.
All the above happens all the time for each object in the game, so if a house is full of objects with long view for high quality LODs, the game will to stuck until all those drawcalls are in memory and rendering while they are in the camera range.
The contents of house should be reduced to null for long rendering distances and be enabled only if the player is close enought to them like few meters.