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Your exact wording, "ID Tech 3, which JKA is based off of, uses something called VIS" makes it sound as though it used a special system, when in fact, as you say now, every engine does this, which bore correcting.
VIS ie VISIBILITY encompasses the entire system from radiant structural brushes, portals, to leafs and nodes, to PVS, to how ingame determines to render the information based off of the PVS table and your location, and how that information is transmitted to rendering network side between servers and clients. Again, GENERALIZED term used by the compiler (IE what I use) that describes the entire system rather than a single part of it for the sake of simplicity when explaining to someone quickly on a forum, who wanted possibly clarification later on in discord. Especially when I linked an article that goes over the whole BSP, PVS, etc parts of the system if he wanted to look more in depth himself. But noooo you HAD to come and correct people, as usual.
You do realize that JKA does do view frustrum culling, right? So it still does do occlusion culling according to your odd definition of the term..
Last I checked your FOV, Height of camera, Tilt, etc wasn't taken into account when calculating things. So if it does do that, its the most basic form possible of it. Since shit renders off your screen (including dynamic non-baked, objects). Arguably difficult to call it view frustrum since the engine doesn't use half the information necessary. Since it only seemed to take into account the root position, and rotation. PVS itself shows this in that oh you're within this location, okay here is what is rendered. Sooooo, what is it about this view frustrum culling you're talking about? Pretty much everything is view frustrum culling by your definition. Sadly, that is not what it is regarded as by the industry.
Furthermore, the second sentence of the Wikipedia definition of PVS, which I linked before reads:
I literally said "PVS is a form of occlusion culling yes". You're not contradicting my statement at all. I merely said when people refer to occlusion culling nowadays, they don't refer to ancient methods like PVS. Again, simplification for the sake of talking to someone on the forum without going in depth, and you just coming in here to spout your "knowledge" for the sake of making yourself look better or knowledgeable.
It also does distance culling, which is a form of occlusion culling
No, Distance Culling is a form of Culling. Occlusion culling which is a type of culling needs an occluder of some sort. Whether that be an object, volume, whatever. Being based off of distance instead of a type of occluder makes it NOT occlusion culling.
I suggest you actually look up who you're talking about. Xycaleth, who is working on rend2, was working on driver code for video cards...
So you actually proved my point by saying this yet you don't realize it. Just because someone has knowledge of how graphics cards work and works on the drivers does not mean they have created a proper modern occlusion culling system from scratch for a game that has made it live and is tried and tested. Sure he could take time, use some things from another open source or one of his driver related projects, do some research, etc. to make something functioning. But that doesn't mean hes built the system from the bottom up and understands it in and out. You failed to list something he created a modern occlusion culling system for by himself or with a team (ie no copying/adapting of code from another project like the majority of rend 2).
Point is. Your response was unneeded for the point I was trying to get across. So yes you should shut up.
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