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Hidden surface removal algorithm games like "The Hobbit" use?

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Sometimes when I play a game I like to think about what algorithms may have been used to make rendering efficient. I notice in games like The Hobbit on PS2, views of most areas in a level render pretty fast, but when a large area comes into view, the frame rate drops. This leads me to believe that the levels are organized in an octree. Is that a pretty good guess or could it be BSP? However I've heard that BSP trees are best for indoor scenes, and that sort of game doesn't have many indoors levels. Maybe like a lot of modern engines it uses a combination...and switches to BSP when you're inside a building? Regards, -Zom

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