Ok thanks borntocode I was unaware of this. Thanks blueshotgun, Have you actually implemented the PVS system? (like paulsprojects)
PVS system? I'm sorry, what does that mean? The only thing I used from paulsprojects is his patch rendering code. My D3D implementation isn't very efficient since it uses D3DDevice::DrawIndexedPrimitiveUP every frame N times per tessellation, but it works.
Btw, my nickname is blueshogun, not blueshotgun. No worries, happens all the time.
PVS=Potensial visibility set. It is a system used in an BSP tree that does Occlusion.