The issue is software development time and the tools available. Game developers can make trees that look like this, no problem. And they do study the underlying science.
The issue comes with building a system to generate it asynchronously, to load and unload the data in a timely manner, to optimize around common use cases, to plan out memory allocation, and so on. Yes your computer could run it, but game engines are too simple to support the level of complexity to use these kinds of tools dynamically (or even at all sometimes).
Easier to just glom it all into a static world made by artists that are supported by tools like these, and ship it.
To draw an analogy, it's like trying to manage a cluster of a thousand containers across a hundred interrelated applications across a machines with only docker compose when one really needs something like Kubernetes.
The issue comes with building a system to generate it asynchronously, to load and unload the data in a timely manner, to optimize around common use cases, to plan out memory allocation, and so on. Yes your computer could run it, but game engines are too simple to support the level of complexity to use these kinds of tools dynamically (or even at all sometimes).
Easier to just glom it all into a static world made by artists that are supported by tools like these, and ship it.
To draw an analogy, it's like trying to manage a cluster of a thousand containers across a hundred interrelated applications across a machines with only docker compose when one really needs something like Kubernetes.