Occlusion Culling

Hello, everyone
I was just wondering if anyone could confirm something about occlusion culling, When an asset is culled through occlusion culling, is that asset no longer being processed by the gpu?
So for example if I have a game that is basically a lot of rooms filled with assets, I could in essence have my full poly/texture budget for each room?
Thanks

culling refers to not rendering during this frame pass.

The textures and vertices are still on the gpu, just not being sent down the pipeline for rendering this frame.