Yeah I wouldn’t expect too much from that sort of thing anytime soon. Game engines don’t simply have different levels of detail, each mesh has been hand-optimized and uses texture maps generated from hyper-detailed models to create the impression of an object from a preposterously tiny number of polygons, and the whole environment has been designed to limit how much stuff is visible at once to stay within the bounds of what the hardware can do. The amount of data that gets swapped in and out compared to trying to do the same thing with some arbitrary large Rhino model is different by orders of magnitude.