I don't think it is strictly true that the CPU must perform work on the data in RAM before it can be sent to the GPUs VRAM.not a great idea, because when the asset is called, I.e moving through one of those portals, the data has to be transferred from RAM to CPU, then from CPU to VRAM and vice versa when dumping data - so I mean you could keep a lot of game data in system RAM but you're still gonna have lots of issues like texture pop in because the data needs to go into VRAM. Also, If you were going to try and load whole games into system RAM 32gb would not be enough - to cover AAA games you'd need up to 100gb of memory
Specifically I am talking about Ratchet and Clank and the portal mechanics.
Games are designed to kind of be predictable. For example, you load a level with these portal, all those portals will consistently go to the same place. Therefore the system can know if the user is within X-range of this portal. Preload exit level of portal into system RAM. (this is for portal that go to a different world, not the ones used in combat). Hence the user jumps in and the game simply switches out VRAM contents with system RAM and vice versa. This suggestion is just an alternative for not having direct storage.
Also the recommended for the valley demo is 64GB so we aren't far off from just loading it all in.