That's one of the main reasons tiling textures are used. To augment the limitations of high/low baked assets. Large environment pieces can't be baked outright as there isn't enough texel res in the 0-1(unless broken into modular kits) This is why there have been many innovative techniques developed: FWVN Vertex paint…
@JordanN Well let's take your environment as an example. 95% hand-sculpted. A lot of assets that need to be individually sculpted, high/low created, baked, and I assume you're texturing them all uniquely? Destructive workflow. Locked into your bakes. Pain in the arse to resculpt/rebake. That's a lot of work and a LOT of…
You can bake everything if you want to, but you can also keep baking to absolute minimum (close to zero). Take a look at the environments in Alien Isolation or Ruiner for examples. Large modular pieces wouldn't be baked (like you said, walls, roads, etc), but made with higher res geometry (chamfers) and tileable textures -…