Games draw only what the player can see by using frustum culling, which discards objects outside the player's view frustum.
To optimize rendering, games use occlusion culling to discard objects that are not visible, based on their occluder volumes.
Hierarchical Z Buffers (HZBs) are used to efficiently determine object visibility and reduce the number of draw calls.
Software rasterizers and hardware occlusion queries are other techniques used to improve performance and visibility determination.
Efficient occlusion culling allows games to create massive, detailed open world environments without compromising performance.