Update from last month, just showing the new engine (now a BSP tree based engine - which was a LOT of work).
First, sorry for the video quality and for how dark the map is, I didn’t spend much time on it as it’s just a test map, but other textures would make it way better as the current ones are dark.
The new engine uses a compressed potentially visible set (PVS) for occlusion culling. The compiler creates portals and these portals are used offline to calculate the visibility. It reduces overdraw a lot,
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