I think this is a flaw in my own design, I have about 15 scenes in my game, all of which with the exception of a single one are < 30MB big. Then there's this town scene that's 200MB. This is due to grouping of game objects, and setting everything to static, which from what I understand stores the geometry inside of the .scene file itself? Unity doesn't seemed designed to handle this big a scene either, as on my Intel 8th Gen, SSD with Nvidia 1050 Ti laptop it takes about 10-20 seconds to load, while the other scenes take less than 2 seconds. For larger scenes I'm going to take a shot in the dark and say that streaming game objects in is the best bet? I'm just going to uncombine the game objects and try to make use of more culling instead as a quick solution.