The current system is not adequate for culling everything in a scene without a lot of work by the level designer. We can help this along by implementing GPU-based occlusion culling.
Seemingly some example code here. Plenty of information available online too.
Risks or Challenges
Never implemented it before. The principle seems simple enough.
Summary
The current system is not adequate for culling everything in a scene without a lot of work by the level designer. We can help this along by implementing GPU-based occlusion culling.
Seemingly some example code here. Plenty of information available online too.
Risks or Challenges
Never implemented it before. The principle seems simple enough.