Quote:
Not really, as you'd using some form of occlusion culling ( a HOM for instance ).
That's correct.
PVS was good for games and graphics, but the fact is, it's old news, and old technology. Now-a-days (and more specificly future-days) PVS actually causes more problems than solutions, and by not taking full advantage of the hardware abilities, you're limiting yourself and your engine.
ABT + Occlusion culling allows for very diverse environments, in that the visibility isn't pre-copmuted, it's dynamic.
Imagine trying to create your bombed out city in-game w/ a PVS. You just couldn't. The created portals and new visible holes will allow you to see through those PVS areas. You'd have to re-compute the entire PVS set every time a bomb went off.
Because of the nature of occlusion culling, it handles that scene without any additional overhead.
And when you really get to it, all that extra work to create PVS/Portal systems is just redundant. Take advantage of the technology that's around you.
Quote:
you could either use a octree quadtree culling method where you have a lot of overdraw or you use a manual PVS implementation where you cull away entire parts of a city
That's an incorrect statement. Or atleast I don't know why you said you'd get "overdraw." That doesn't exist in good implimentations. I'd reccomend implimenting occlusion culling before making broad generalizations like that.
~Main