You don't need that much coordination if you have enough spare memory to pre-load stuff ahead of time. Also, your "super-fast IO" games still need to cope with the occasional case where assets may fail to load in time, which means having to implement many of the same mitigation mechanisms (default objects/placeholders/boxes) that would be required on slow storage if you don't want the game to freeze or crash.transitioning from one cell to the next takes a lot of coordination on a system with slow I/O.