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Re:Modern Rendering Culling Techniques by wilberton on Tuesday April 21, 2026 @06:34AM (#47846952)
Lots of old racing games used a PVS. The way it was calculated was by flying a camera around the track and calculating what was visible every few meters using occlusion culling, then at runtime you just see what section of track you're on and only draw the objects that you know are visible. Recalculating the PVS for that is definitely a slow operation!

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