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Is this technique still used in modern engines to determine which part of a level to render?



Similar techniques are used, UE5 has Precomputed Visibility Volumes and Cull Distance Volumes, among other render optimizations.

https://dev.epicgames.com/documentation/en-us/unreal-engine/...

https://dev.epicgames.com/documentation/en-us/unreal-engine/...




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