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MaskedOcclusionCulling
Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm.
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InfluxDB
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A low-latency (and frankly better) alternative to hardware occlusion queries is to make your own using indirect drawing. Simply draw a chunk's bounding box against the depth buffer and set the instance count of the indirect struct to one if any fragments are drawn. The next frame you can use these indirect commands to draw the actual chunk geometry and repeat the whole process. This has a guaranteed latency of one frame. More info here.
Have you come across Masked Occlusion Culling before? It renders geometry on the cpu into a simplified depth buffer using bit shifting. It would take a bit of rework to integrate, but it doesn't seem too bad.