A Crack in the Slab (Dishonoured 2) and Effect and Cause (Titanfall 2) both make far more impressive, and crucially gameplay affecting, instant level transitions than anything in Rift Apart.
Rift Apart does next to nothing with the dimension hopping in terms of actual mechanics, and it mostly happens at prescribed times and in prescribed places.
A Crack in the Slab is an entire mansion with two versions that you can flip back and forth between at any time to solve puzzles or evade guards.
On top of that you have a constantly visible "window" into the other world. In fact it's almost like both worlds are running at the same time, as though they are both kept in RAM, but if that were possible... you wouldn't even need to load anything in from some magically fast storage device when switching! Wild!
Effect and Cause similarly has two versions of the level that you can swap between at any time and with actual systemic effects on gameplay.
Can't imagine how they managed all that before the PS5 came out, real wizards over at Respawn and Arkane.
There's no need to be condescending mate, I understand how computer architecture works. Obvious concessions were made for your examples, poor graphical fidelity for that period of time to allow double levels to be loaded to RAM, smaller spaces to hide the double world loaded into RAM etc. It's impressive for the period undoubtedly, clever design. But the way that gif works, where it loads and entire world of that size, graphical fidelity and visibly dense detail in and out without any sort of pop in would certainly not be possible in the past - it's far more impressive.