Comment by mempko

11 hours ago

Back in the 90s I made a 3d engine (software renderer) and used frustum culling. But computing the frustum intersection every time was too slow. So one technique I did was add a count to each polygon. If the polygon was outside the view frustum, i added a count of N frames. Each frame if the count for a polygon was 0 it would check against the frustum, otherwise it would reduce the count and skip the polygon rendering entirely.

This worked very well but of course if the camera turned quickly, you would see pop-in. Not a modern technique, but an oldschool one.