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Simply put, RE2 is incredibly well optimized.
Part of it is due to each room being mostly self-contained. Unlike other games that need to load entire maps. RE2 just needs to load the room you're in and the rooms adjacent to yours. Unlike Borderlands, which needs to load an entire landscape.
And the AI on most of the creature's is deceptively simple, and when you only need to load about 5 of them at a time it's barely any tax on the hardware.
You can see videos online about what's happening in the game when your camera isn't focused on it. You'll find only about 15% of the police station is ever loaded at one time. The rest is blipped out of reality until you go back (though Mr. X is always loaded. So you get to watch him stomping around empty spaces in reality). Even in cutscenes, everything outside the camera simply ceases to be; characters either stay in the position they were left in or return to their natural T-Pose the moment the camera isn't on them anymore.
https://www.youtube.com/watch?v=nkaOItRQQR8
Just goes to show how good these developers are that they're able to make something that looks this good run so smoothly, just with little tricks of the camera and optimizing data usage.
Every game is like this, mate. Even open world games. They all load stuff as you go. Of course RE2 is easier to deal with because there is always less stuff to see any giving moment so there are more stuff they can completely remove from memory, but Open worlds also do this the best they can. Even stuff that you can see on the horizon gets downgrade to a fraction of it's level of detail when seen upclose.. and things that are out of view are not loaded at all.
I'm sure you came across before in an open world game when you were driving a vehicle faster than your hardware could load the map and you saw stuff materializing in front of you... Or even hit an invisible wall that was a building that didn't load yet.
True, there's no game out there that loads the entire thing at once.
Just pointing out that even in that regard, RE2 has much smaller spaces compared to others, since the draw distance will rarely be any larger than a standard room.