I would like an advice about some real-time rendering optimization. I'm rendering a BSP level, by only using the mesh, textures, entities, and lightmaps, not using VIS at all.
I'm trying to make my own Cell/Portal rendering system, a very basic one, but here is the problem, since Ogre uses a basic frustum culling (as I've heard), I think it would render everything behind the walls if every portals are in the field of view :
Do you have some better ideas to implement this ?
I am getting 650 FPS at a resolution of 1920x1080 if I render only zone only. I can get 1300 FPS if I see nothing.
I would like to make a lot of basic things clear for me.