I've implemented rudimentary octree occlusion culling... On heavy load, the performance is about 2x without it... But it makes low loads much slower (big overhead I guess)
It was a nightmare to even get working... And I'm guessing there are still many tweak fixes that could be applied to improve performance
I almost think I overcomplicated the entire thing and might entirely scrap it and restart...
On a 50K poly map, I get about 100 FPS
A 200K map in quake easily runs at 200+ FPS >_<
Does anyone have any good material on render culling? As specific to "GL octree occlusion" as possible ;) Thanks