How Games Have Worked for 30 Years to Do Less Work

We explore the evolution of culling and visibility determination in video games, building on work started over 30 years ago, and evolving with every generation of hardware. Gamedev Courses: https://simondev.teachable.com/ Support me on Patreon:   / simondevyt   Follow me on: Instagram:   / beer_and_code   Twitter:   / iced_coffee_dev   In this video, I implement some of the various visibility techniques used by AAA games like Just Cause 2, Battlefield, and Splinter Cell, and others. We walk through the history of GDC presentations, and see how the techniques have evolved to what's considered state of the art today. References talks: https://advances.realtimerendering.co... https://advances.realtimerendering.co... https://gamma.cs.unc.edu/papers/docum... https://developer.nvidia.com/gpugems/... https://www.cs.princeton.edu/courses/... https://blog.paavo.me/cities-skylines... https://www.humus.name/Articles/Perss... https://www.ea.com/frostbite/news/cul... https://www.guerrilla-games.com/read/... https://blog.selfshadow.com/publicati... https://www.selfshadow.com/talks/rwc_... https://aras-p.info/texts/D3D9GPUHack...