The new Doom uses Umbra, it says so right when you start up the game.
A lot of games still use some form of PVS, but probably not based on BSP's like in the Quake days. The games that I have worked on used manual camera volumes where the set of visible meshes/lights/particles/whatever was computed at build-time based on generated or hand-placed sample points. Other games compute visibility completely at runtime by rasterizing a coarse depth buffer on the CPU, and then testing bounding volumes for visibility. Some newer games are moving towards doing all occlusion culling and scene submission on the GPU.