I was studying my render function after adding lots of nice stuff, and made myself aware that before I go on with a mesh, check if it's inside or intersecting my viewing frustum. And afterwards do the same with each entity. For now both using a boundingsphere (boundingboxes maybe in the future).
What are your experiences on doing this both? How assumable is it that mesh isn't (intersecting) the frustum but an entity is? Versus checking each entity with a CPU calculation to do this. The number of entities might grow huge in a scene.
Just curious on your thoughts.