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Modern Rendering Culling Techniques (krupitskas.com)
LarsDu88 6 minutes ago [-]
PVS isn't that expensive to compute. Especially nowadays. I assume this is actually referring to the binary space partitioning techniques used in DOOM and improved in Quake, Half-Life, etc in the late 90s, early 2000s.

The BSP tree was also extremely useful for optimizing netcode for games like Quake 3 Arena and games within that family and time period I believe.

igraubezruk 1 days ago [-]
Very good read and visualizations, thank you for writing it
yopstoday 1 days ago [-]
Dooope!
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